Monk
Base Class: Monk

Crimson pools on the halfling wizards robe after the gnoll's crossbow bolt looses and strikes his chest with a understated thunk. But, before he has a chance to register the pain, a dwarven monk dashes forwards at a speed so fast she appears to teleport. Appearing above the gnoll with a searing quarterstaff at the ready, she strikes her foe into the dirt before blinking alongside the halfling again, swiftly removing the bolt and placing a hand on his chest that cauterizes the wound with a golden glow.

You follow a monastic tradition that focuses on manipulating the ki in others to cause healing rather than harm. Wounds heal, poisons dissipate and advanced practitioners have been known to even restore life itself. Those of the Way of the Warden also have comprehensive martial arts training, allowing them to infuse simple weapons with a fierce radiant energy.

Designer Notes: Hello, thanks for checking out my subclass. Honestly, this was made for quite a specific circumstance at our table, but hopefully other players out there find it interesting and can adapt it for their game. The primary goal was to make a support-orientated monk and have them still feel like a monk, not a discount cleric, retaining the fantasy of punching up baddies and using that versatile monk movement to bound across the battlefield even more. 

Healing Touch. I tried to make this work with ki points, but I found it hard to balance around a rapidly inflating ki point economy. Ostensibly I could look to WotFE for a solution, which would price it at around 2 ki points and let you increase the ki point cost and dice rolled, but reserving 66% of your monk resources at level 3 (~30% at level 20) for a more restrictive Healing Word spell is not fulfilling the above promise. Plus, tying healing to a short rest is problematic. That's my justification, anyway. Welcome to amateur hour!

Healing Touch

When you choose this tradition at 3rd level, you learn how to manipulate the ki in others to repair their body. You gain Healing Touch charges equal to your wisdom modifier (minimum 1). You can use your bonus action and touch a willing creature other than yourself to expend a Healing Touch charge and cause it to regain up to to 1d4 hit points plus your wisdom modifier. This has no effect on undead or constructs. Healing Touch charges recover on a long rest.

Empowered Healing Touch. As you gain levels in this class the power of Healing Touch increases. You still add your wisdom modifier

Monk Level

DIE ROLLED

3rd-4th

1d4

5th-8th

2d4

9th-12th

3d4

13th-16th

4d4

17th-20th

5d4

Guiding Hands

Starting 6th level, you can spend a Healing Touch charge to cast either the Lesser Restoration, Gentle Repose or Shield of Faith spells. Casting these spells with the Guiding Hands feature does not require material components, but otherwise obeys the standard Spells Rules.

Once you reach 9th level, you can expend all your remaining Healing Touch charges to cast the Raise Dead spell. However, you must have at least one Healing Touch charge unspent and provide the material components.

Touch of Truth

Also starting 6th level, you can attempt to solicit the truth from a creature. As an action you touch a creature with your palm and spend 2 ki points. The creature makes a Charisma saving throw (your spell DC is Wisdom) and on a failed save the creature can't speak a deliberate lie for 10 minutes. You know whether each creature succeeds or fails on its saving throw. The creature is also aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. You can only use this feature once every long rest.

Holy Implements

At 11th level, you gain the ability to infuse weapon strikes with radiant energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

When applying this damage you can also spend a ki point to create a burst of light. The creature must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage (2d8 from 14th level) and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Radiant Strikes

Starting from 17th level, when you use Flurry of Blows each of your Unarmed Strikes deals bonus radiant damage equal to your proficiency bonus. You can also spend a Healing Touch charge to add a third attack to Flurry of Blows, which instead deals bonus radiant damage equal to double your proficiency bonus.

In addition, the amount of Healing Touch charges increases by 1