Base Class: Monk
Warriors of Balance are guardians of the natural equilibrium between life and death, light and darkness, and creation and destruction. They believe neither good nor evil should ever hold complete dominion, for when one force rises too high, the balance of the world begins to falter.
Rather than pledging themselves to one side, Warriors of Balance devote their lives to preserving harmony wherever it has been disturbed.
Through primal magic and unwavering discipline, Warriors of Balance wield the forces of life and death as equal halves of a greater whole. They can nurture life, hasten decay, and guide the natural cycle without favoring either extreme.
To them, balance is the foundation of existence. Every act of creation must eventually be met by renewal, while every ending makes way for a new beginning. Wherever the scales tip too far, Warriors of Balance are guardians of the natural equilibrium between life and death, light and darkness, and creation and destruction. They believe neither good nor evil should ever hold complete dominion, for when one force rises too high, the balance of the world begins to falter.
Rather than pledging themselves to one side, Warriors of Balance devote their lives to preserving harmony wherever it has been disturbed.
Through primal magic and unwavering discipline, Warriors of Balance wield the forces of life and death as equal halves of a greater whole. They can nurture life, hasten decay, and guide the natural cycle without favoring either extreme.
To them, balance is the foundation of existence. Every act of creation must eventually be met by renewal, while every ending makes way for a new beginning. Wherever the scales tip too farder.
Focus judgment
When you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to place your Judgment upon that creature.
A creature remains under your Judgment until the end of your next turn.
Once on each of your turns, you can choose one creature under your Judgment and do one of the following:
Harm. The creature takes damage equal to one roll of your Martial Arts die.
Heal. The creature regains Hit Points equal to one roll of your Martial Arts die.
You can have your Judgment on up to two creatures at the same time. This maximum increases by one at 6th level and every three Monk levels thereafter.
Balanced skills
You gain proficiency in the Insight and Medicine skills.
If you already have proficiency in either skill, you gain proficiency in another skill of your choice from the Druid skill list instead.
You also gain proficiency with the Herbalism Kit.
Balanced mindset
You can expend 1 Focus Point to sharpen your perception for 1 hour.
For the duration, you gain a +2 bonus to Wisdom (Insight) checks.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Improvised judgment
Your Judgment grows more powerful.
When you deal damage to a creature with your Judgment, you can choose one of the following effects:
Empowered Strike. The damage increases by one additional roll of your Martial Arts die.
Toxic Judgment. The target has the Poisoned condition until the start of your next turn.
When you restore Hit Points to a creature with your Judgment, you can choose one of the following effects:
Greater Restoration. The healing increases by one additional roll of your Martial Arts die.
Purifying Judgment. You end one of the following conditions affecting the target: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
In addition, you can have two additional creatures under your Judgment at the same time.
Mastery of judgment
Your mastery of balance allows you to channel both life and death through your martial techniques.
When you use Flurry of Blows, you can replace each Unarmed Strike granted by that feature with a use of Hand of Healing without expending Focus Points for the healing.
In addition, when you deal damage with an Unarmed Strike granted by Flurry of Blows, you can use Hand of Harm with that strike without expending a Focus Point. You can use Hand of Harm in this way only once on each of your turns.
You can use these benefits a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
You can also have one additional creature under your Judgment at the same time.
Perfect balance
You have mastered the fundamental forces of life and death and can impose your ultimate judgment upon the world.
As a Magic action, you can touch the corpse of a creature that died within the last 24 hours and expend 5 Focus Points. The creature returns to life with Hit Points equal to 5d10.
This feature removes all conditions affecting the creature.
A creature can be returned to life in this way only if you consider it an ally or believe it deserves life.
Alternatively, you can expend 5 Focus Points to touch a creature you consider an enemy or believe deserves death. The target takes 10d10 + 50 Necrotic damage. This damage ignores Resistance and Immunity to Necrotic damage.
If this damage reduces the target to 0 Hit Points, it dies, and its soul cannot be restored to life by any means.
Once you use either option of this feature, you can't use Perfect Balance again until you finish a Long Rest.