Disclaimer: this was made for my first adventure, and this is my DMs first time in the role.
This was something that was cooked up because I was intrigued by the side-healing aspect of the UA Mercy monk subclass, but didn't like the theme of the overall package. My DM was kind enough to workshop it with me. Since it is similar to the original, we weren't really that concerned with the fine balance as long as it wasn't totally broken, and on a lark I made it public. Now that I have noticed a few people have seen and added it to their own characters, my DM is interested in getting feedback on how we (they) did on modifying it.
Deeper Understanding of the Body
Starting at 3rd level, your understanding of the body and how its functions deepens. You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit.
Hands of Healing
At 3rd level, you can infuse your touch with ki to mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.
Hands of Disruption
At 3rd level, you use your ki to disrupt enemies. When you hit a creature with an unarmed strike, you can spend 1 ki point to mark the creature. The next time the creature is hit, it takes damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature takes damage equal to three rolls of your Martial Arts die instead. Only one target can be marked at a time. You can use this feature only once on each of your turns.
Healing Technique
Starting at 6th level, your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.
Ki Presence
Starting at 11th level, as an action, you can spend 1 ki point to project your ki into the area around you. Your presence extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you’re incapacitated, or you dismiss it (no action required). Any enemy creature that starts its turn in your presence must succeed on a Wisdom saving throw or they will have disadvantage on attacks until the end of your next turn and take psychic damage equal to your Wisdom modifier (minimum of 0 damage).
Battle Meditation
By 17th level, your focus in meditation opens the path to projecting that same focus in the midst of a battlefield. As an action, you may expend 2 ki points to embrace tranquility and project an enhanced Ki Presence. Your presence now extends to 10 feet in every direction and also disrupts ranged attacks made against you, giving ranged attacks disadvantage. When Battle Meditation is activated, and at the beginning of each of your turns it is active, all allies withing your presence restore hp equal to your wisdom modifier. Battle Meditation can only be used once per long rest.
Disclaimer: this was made for my first adventure, and this is my DMs first time in the role.
This was something that was cooked up because I was intrigued by the side-healing aspect of the UA Mercy monk subclass, but didn't like the theme of the overall package. My DM was kind enough to workshop it with me. Since it is similar to the original, we weren't really that concerned with the fine balance as long as it wasn't totally broken, and on a lark I made it public. Now that I have noticed a few people have seen and added it to their own characters, my DM is interested in getting feedback on how we (they) did on modifying it.
Deeper Understanding of the Body
Starting at 3rd level, your understanding of the body and how its functions deepens. You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit.
Hands of Healing
At 3rd level, you can infuse your touch with ki to mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.
Hands of Disruption
At 3rd level, you use your ki to disrupt enemies. When you hit a creature with an unarmed strike, you can spend 1 ki point to mark the creature. The next time the creature is hit, it takes damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature takes damage equal to three rolls of your Martial Arts die instead. Only one target can be marked at a time. You can use this feature only once on each of your turns.
Healing Technique
Starting at 6th level, your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.
Ki Presence
Starting at 11th level, as an action, you can spend 1 ki point to project your ki into the area around you. Your presence extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you’re incapacitated, or you dismiss it (no action required). Any enemy creature that starts its turn in your presence must succeed on a Wisdom saving throw or they will have disadvantage on attacks until the end of your next turn and take psychic damage equal to your Wisdom modifier (minimum of 0 damage).
Battle Meditation
By 17th level, your focus in meditation opens the path to projecting that same focus in the midst of a battlefield. As an action, you may expend 2 ki points to embrace tranquility and project an enhanced Ki Presence. Your presence now extends to 10 feet in every direction and also disrupts ranged attacks made against you, giving ranged attacks disadvantage. When Battle Meditation is activated, and at the beginning of each of your turns it is active, all allies withing your presence restore hp equal to your wisdom modifier. Battle Meditation can only be used once per long rest.
https://www.dndbeyond.com/subclasses/555307-path-of-balance