Monk
Base Class: Monk

Monks of the way of the Mistweaver are masters of anatomy, medicine, and the flow of ki throughout the body. They learn to view the flow of ki in the body and world around them as a kind of mist, and to knit and weave those mists together to support their allies

Internal medecine

When you choose this tradition at 3rd level, you gain proficiency in the Medicine skill if you don’t already have it. Additionally, with an action you can open your awareness to detect unhealthiness. Until the end of your next turn, you know the location of any poisons, poisoned or poisonous creature, and any diseased creatures within 30 feet of you that is not behind total cover. You know the type of poison or disease (mummy rot), but not its identity (Borre Fen Man, for example).

Renewing Mist

Also at 3rd level, your strikes draw upon your ki and transfer renewing energy to your allies. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can heal yourself or any creature within 30 feet of you for the amount of damage dealt by that attack

Expel Harm

 6th level

At 6th level, your understanding of internal medicine allows you to draw out any harmful toxins within the body. As an action, you may spend 3 ki to mimic the effects of lesser restoration

11th level

At 11th level, your expel harm can also mimic the effects of greater restoration for 6 ki.

Enveloping Mists

By 11th level, you are able to envelop those who rely on you in a fine mist. As a bonus action, you can grant your enveloping mist to a creature you touch or to yourself. For one minute, the target of your enveloping mist has resistance to all damage except psychic damage.

Once you have used this ability, you must complete a short or long rest before you can use it again

Breath of Life

When you reach 17th level, you can expel a fine mist from your body which moves like a living, breathing thing. Your breath of life bounds across the battlefield, healing allies and injuring your enemies. As an action, you may spend 7 ki and choose a creature within 30 feet of you that you can see. Your breath then leaps from that creature to another target, which must be within 30 feet of the first. It then leaps again, a total of three more times, to affect a total of five creatures. Each successive jump may go no further than 30 feet from the previous target, and you may not affect the same target more than once.

Each affected enemy must make a Constitution saving throw (DC 8 + your Proficiency bonus + your Wisdom modifier). The target takes 8d8 poison damage on a failed save, or half as much on a successful one.

Each affected ally instead gains 8d8 hit points

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