Monk
Base Class: Monk

A physician dedicates hours of methodical research into the inner workings on the flow of ki and the intricate web that is the Weave of magic. As a master of social and spiritual balance, the physician will explore the pathological effects of the five elements: fire, cold, acid, lightning and thunder, on the physical and emotional states of being, and recommend medicinal salves and tinctures to remedy any associated afflictions. 

Herbal Medicine

At 3rd level you gain proficiency with the Medicine skill and the Brewer's Supplies. 

Physician of the Five Tastes

When you reach 3rd level, you spend time during a short or long rest brewing a pot of medicinal herbal tea. Performing a humble tea ceremony, you may choose one of the five flavour variants listed below, which you pour for one friendly creature to drink. The creature who consumes the brew will gain the following effects for a number of hours equal to your proficiency bonus. The effects of a tea will be nullified if a second tea ceremony is performed before they wear off. The medicinal tea will gain an additional benefit at 6th, 11th and 17th levels.

  • Spicy 
    3rd: Gain temporary hit points equal to brewer's monk level + wisdom modifier
    6th: Increase Initiative bonus by 1
    11th: Gain resistance to cold damage
    17th: When you roll a 1 on a healing dice from a spell, potion or class feature, you can re-roll the dice once. You must use the new roll, even if you roll a 1. 
     
  • Salty
    3rd: Gain temporary hit points equal to brewer's monk level + wisdom modifier
    6th: Increase your Passive Perception by 5
    11th: Gain resistance to fire damage
    17th:  You are immune to effects that reduce your hit point maximum

  • Sweet
    3rd: Gain temporary hit points equal to brewer's monk level + wisdom modifier
    6th: +1 bonus to Intelligence, Wisdom and Charisma saves
    11th: Gain resistance to lightning damage
    17th: When you roll a 1 on a healing dice from a spell, potion or class feature, you can re-roll the dice once. You must use the new roll, even if you roll a 1 

  • Bitter
    3rd: Gain temporary hit points equal to brewer's monk level + wisdom modifier
    6th: Increase Armour Class by 1
    11th: Gain resistance to acid damage
    17th:You are immune to effects that reduce your hit point maximum

  • Sour
    3rd: Gain temporary hit points equal to brewer's monk level + wisdom modifier
    6th: +1 bonus to Strength, Dexterity and Constitution saves 
    11th: Gain resistance to thunder damage
    17th: You are immune to effects that can read or detect your thoughts

Dampen the Well

At 6th level, as you gain the ability to deal magical damage through ki-infused strikes, you subsequently learn how to provide a comforting and healing touch to your patients. As a bonus action, you may spend up to a number of ki points equal to your wisdom modifier, to heal an ally within reach. For every ki point spent, the target receives healing equal to your Martial Arts dice + your wisdom modifier. 

The River Flows

When you reach 11th level, you gain the insight to make hastened medical assessments and provide an on-the-spot treatment. As an action, you can make a Medicine check on a target within 5 feet that is suffering from the blinded, deafened, paralysed, poisoned or stunned condition. To overcome the ailment, you must succeed on a medicine check equal to the condition's saving throw DC. You may only treat one of these conditions per check. 

Do No Harm

When you reach 17th level, your non-malevolent dedication to the healing discipline results in the restoration of your spiritual essence. While in combat, you restore 1 ki point at the beginning of your turn if you did not make an attack or deal damage in the previous combat round. 

Previous Versions

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