Base Class: Monk
Your ability to manipulate Ki in yourself and others has given you the ability to heal beyond those thought to be natural.
Open Soul Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Constitution saving throw or be temporarily blinded until the start of it's next turn.
- It must make a Strength saving throw. If it fails, you can knock it prone.
- It can’t take reactions until the end of your next turn.
Wholeness of Body
At 6th level, you gain the ability to heal yourself or others. As an action, you or a creature you choose can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Healing Hands
If you pick this path at 3rd level, you gain expertise in the Medicine skill and proficiency with healer's kits.
Healing Heart
You can cast Spare the Dying at will.
Once per short rest you can cast Cure Wounds, Healing Word, Aid, Revivify, Lesser Restoration, or Greater Restoration using one Ki point per spell level.
All spells are cast using your Wisdom ability modifier.
Calming Soul
Beginning at 11th level, you can radiate a special energy that surrounds you with an aura of peace. At the end of a long rest, you regain the ability to end the frightened or charmed condition on a chosen creature within 15 ft. of you a number of times equal to your Wisdom modifier. This feature restores at the end of a long rest.
Quivering Soul
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
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