Monk
Base Class: Monk

Mistweavers are unique among those who heal. The energies they channel are mysterious, oftentimes misunderstood by commoners—who rarely travel beyond the borders of their homelands—as some form of folk medicine. But those who weave the mists wield the power of life’s essence, using a mixture of preventative and restorative spells to mend their allies’ wounds. The inner tranquility that guides mistweavers allows them to sustain their healing for long periods of time, and gives them the strength to care for multiple injured allies.

Knowledge from the Mists

3rd-level Way of Mercy feature

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also become resistant to poison damage and the poisoning condition.

Soothing Mist

3rd-level Way of Mercy feature

Your mystical connection with the mists can mend wounds. As an action, you can spend 1 ki point to send out a healing, soothing mist and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier and proficiency bonus as hit points.

After using this ability, you can maintain concentration and cause the same effect without spending a ki point as a bonus action upon the same creature.

Natural Healer

Starting at the 3rd level when you pick this tradition, you may cast cure wounds or healing word as first level spells as much as your Wisdom modifier (maximum of 5) per short rest. Wisdom is your spellcasting ability modifier for it. You also know the spare the dying cantrip. When you reach the 5th level and again at the 9th, 13th, and 17th Monk levels you may use these spells as a 2nd, 3rd, 4th and 5th level spell respectively. You also learn the Mass Healing Word, Lesser Restoration, Revivify, and Greater Restoration spells at the 4th, 5th, 8th, and 11th Monk levels respectively.

Zen Pulse

Starting at the 6th level, as an action using up to three points of ki, choose a creature within 30 feet of you. Every creature of your choice other than the one that you chose within 30 feet of that creature must succeed on a Dexterity saving throw. Those creatures take force damage equal to a Martial Arts Die for every ki point you expended on a failed save or half as much on a successful one. The creature you chose then is healed for half the damage you dealt.

Flurry of Healing and Peace

11th-level Way of the Mists feature

When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Soothing Mists, without spending ki points for the healing.

Also, starting at the 11th level, you learn to be a very peaceful creature and do everything you can to preserve peace. As an action using up five points of ki, you create a 40 foot radius circle centered at a point within 60 feet of you. Any creature that enters the ring is immediately physically incapable of hurting any living or nonliving creature until they exit the ring. Anytime damage would be dealt when inside the ring, the creature that would’ve dealt the damage is blasted 15 feet outside the ring in any direction of your choice and that creature takes 6d8 force damage. The creature that would’ve taken the damage is instead given temporary hit points equal to half the amount of damage that would’ve been dealt. The ring lasts for one minute and is only useable once per long rest.

Vivifying Mists

17th-level Way of the Mists 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.

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