Base Class: Monk
Monks of the State Changer tradition are the therapeutic people in towns, villages, or traveling bands. They can heal the badly injured, cure the sick, and even resurrect the dead with seemingly no effort. They can debilitate foes with their Flurry of Blows and even knock them out in one punch if need be. Their knowledge of Ki flow in the body allows them to perform such feats with such ease, making them strong allies and even stronger enemies.
Healing Hands
At 3rd level, you can use your action to spend 1 ki point to cast the spell Cure wounds, healing 1d8 + your Wisdom bonus. You can spend more ki points to heal an extra 1d8 per ki point spent above the initial point.
You can also spend 2 Ki points to cast Lesser Restoration
Healing Ki
At 3rd level, you can expend 2 Ki points to cast Prayer of Healing, using your Wisdom modifier in place of spell casting ability.
Status Slam
At 6th level, you can manipulate the ki in another creature to cause a debilitating effect. When you hit a creature with a melee weapon, you can expend 1 ki point to attempt to either Silence, Blind, or Deafen your opponent until the end of your next turn. Choose one status effect. Your target must make a Constitution Saving Throw or suffer the effect. You can"t spend more than one ki point for the same hit, but you can spend 1 ki point per hit to attempt to stack these affects. You can only choose one status effect per ki point spent. If you want to use your Stunning Strike with this feature, the same rules apply for stacking.
Restoring Ki
You have enhanced your healing ability, allowing you to restore a creature back to health. You can spend 5 Ki points and 10 Hp to cast Greater Restoration.
During a Short Rest, you can give a number of allies, equal to half your Wisdom modifier rounded up, a nice massage. This massage allows the creature to regain 1 hit die. If done during a Long Rest, you can give all of your allies a massage, giving them 1 additional hit die.
Paralyzing Power
At 11th level you can, on a melee weapon hit, spend 3 Ki points to attempt to paralyze your opponent. They must make a Constitution Saving Throw or become paralyzed until the end of your next turn. They make this save at disadvantage if they are afflicted by a status effect caused by your Status Slam or your Stunning Strike.
You can"t spend ki points on the same hit, but you can spend 3 ki points on a different hit to attempt to stack effects. If you want to use your Stunning Strike with this feature, the same rules apply for stacking.
Regenerating Ki
You can spend 7 ki points and 10 Hp to cast Regenerate.
Master Healer
At 17th level, you can now expend 10 ki points to cast Mass Heal or True Resurrection. Your Healing Hands and Healing Ki abilities now heal double and add your Proficiency bonus twice to the healing.
If you cast True Resurrection with this feature, instead of the material components it asks for, you give up your some of your life force to bring the creature back. You take 2 damage per minute it takes to cast the spell.
Knock Out
You can, on a melee hit, expend 5 ki points to force your target to make a Constitution Saving Throw or be knocked unconscious. They make the save at disadvantage if they are affected by your Stunning Strike, Status Slam, or Paralyzing Power.
You can"t spend ki points on the same hit, but you can spend 5 ki points on a different hit to attempt to stack effects.







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