Base Class: Monk
Chiropractic is a form of alternative medicine concerned with the diagnosis, treatment and prevention of mechanical disorders of the musculoskeletal system, especially of the spine. It has esoteric origins and is based on several pseudoscientific ideas.
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.
The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.
Doctoring
3rd-level Chiropractic Care feature
You gain proficiency in the Medicine skill. If you already had proficiency in this skill, you may double your proficiency bonus in this skill. You also gain advantage on any Medicine checks on a number of creature types equal to 1 + your Intelligence Modifier (minimum of 1). The types you may choose from are: Aberrations, Beasts, Celestials, Dragons, Elementals, Feys, Fiends, Giants, Humanoids, Monstrosities, Plants, or Undead.
Hand of Healing
3rd-level Way of Mercy feature
Your mystical touch can 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 a ki point for the healing.
Extract Aspects
3rd-level way of Chiropractic Care feature
Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.
In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
Natural Medicines
6th-level Way of Mercy feature
Natural Medicines
At 5th level, you have found a way to create natural medicines. You can expend a number of ki points to touch a willing creature and grant it one of the below effects.
- Adrenaline Using one ki point, for the next minute when a living creature you choose makes an attack roll or saving throw, they can roll an additional 1d4 and add it to the result. At 17 level, the effect lasts for 10 minutes instead.
- Antivenom Using one ki point, a living creature you choose is cured of being poisoned. At 17th, a creature you choose is resistant to poison damage and has advantage on saving throws against poison for 5 minutes.
- Sleep Using one two point, a living creature you choose is under the effects of the Sleep spell.
- Emergency Shockstone Using three ki points, you can copy the effects of the death ward spell on a living creature you choose. This effect lasts for 1 hour. At 17th level, a living creature you choose gains temporary hit points equal to your Wisdom modifier that lasts for 1 hour..
- Immunol Boost Using three ki points, a living creature you choose may reroll the next saving throw they fail, taking the second result. This effect lasts for 1 hour. At 17th, a living creature you choose gains a number of temporary hit points equal to your Wisdom modifier when Immunol Boost triggers.
- Blindness Using three ki points, a creature you choose must make a wisdom saving throw. On a fail, that creature is blinded until its next turn. At 17th level, you may use any higher number of components to increase the duration by as many turns.
- Rejuvenation Using three ki points, a living creature you choose regains 1d4 + wisdom mod hit points. At 17th, this increases to 1d10 + wisdom mod.
Flurry of Healing and Harm
11th-level Way of Mercy feature
You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.
Hand of Ultimate Mercy
17th-level Way of Mercy feature
Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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12/12/2021 6:02:02 AM
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