Base Class: Monk
These monks are adept at defending and healing their allies. As followers of the Crying God, Ilmater, they wish to alleviate suffering. These monks will do anything to protect others, including healing wounds, bolstering defenses, and breaking the defenses of the enemy.
You gain proficiency with medicine upon choosing this tradition.
Relieve Suffering
Your prior training with the arts of healing can now be coupled with your ability to manipulate Ki to heal any creature or yourself. While using Flurry of Blows, you reach out and touch any creature in range. You can use this on one of your additional blows or on both your additional blows. If you only heal on one blow, the other can remain an attack on an enemy. The healing you do is equal to 2 of your Marital Arts die. For example, at level 3, your Martial Arts die is 1d4, so you can do healing of 2d4.
Defense of Others
At the 6th level, using 2 Ki points, you can increase or lower the AC of any creature you touch, including yourself (range of 5 feet). This effect lasts for 1 hour, or until you stop this effect as a free action. You increase or lower the AC by 1d4. At level 11 this increases to 2d4 and at level 17 this increases to 3d6.
Dispel Pain
Starting at level 11, once per short rest you can now prevent creature from suffering by taking the damage they would have received and applying it to the attacking creature. This must be done after the hit is rolled but before the damage is rolled. If the attacker rolls below the targets AC, there is no need for this ability to be used. Once Dispel Pain is used, the attacker must roll for damage as they would have for the attack, but instead apply that to themselves. Once the damage is done, the attacker is then struck prone.
Destroy Defenses
At the 17th level, you can save your aid your friends by taking away the armor of your enemies. To use this ability, you must hit the target with an unarmed strike. This can be an attack part of Flurry of Blows. The AC is ignored and instead the creature must make a Constitution saving throw (the DC will be your wisdom stat). On a failed save, the target takes 2d10 bludgeoning damage and their AC is lowered to 0 for an hour. On a successful save, the target takes 1d10 bludgeoning damage and their AC is halved for an hour. For an odd numbered DC, round down after halving. You can end this effect at any time as a free action. You can only have 1 creature under this effect at a time.
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