Base Class: Monk
There is more than one way to affect change in the world. Seeking out those that wish to harm others, or healing those that have been harmed.
The world is a dangerous and harmful place in need of a doctor. To heal the wounded, to care for the ill, and comfort those suffering through it. But one can also cut out the dangerous and festering ills that endanger others.
Expedite Healing
Your extensive study of anatomy, acupuncture, chiropracty, and the flow of Ki in others has brought you an understanding of how to best expedite the body's natural healing abilities.
Starting when you choose this tradition at 3rd level, you can heal others by striking and applying pressure to various pressure points on their body, allowing their own internal Ki to heal them (Scaling with Martial Arts Die).
Once per turn, in place of an unarmed strike you may touch a willing creature and heal them for 1d4 + your Wisdom Modifier. You may do this a number of times equal to your Wisdom modifier per short rest. The healing done scales with your martial arts proficiency. The d4 increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
Expertise
Helping others can be done in a number of ways, you have found that you are more than your fists. You use what you know and understand of the world to help others. Be it cook a meal, track down a killer, dress a wound, poison a bandit king, or simply making some calming tea.
You gain expertise with two skills or tools: Survival, Nature, Persuasion, Medicine, Herbalism Kit, Poisoner's Kit, Cooking Utensils.
Expertise-Cooking Utensils
You gain expertise in Cooking Utensils
Expertise-Herbalism Kit
You gain expertise in Herbalism Kit
Expertise-Medicine
You gain expertise in Medicine
Expertise-Nature
You gain expertise in Nature
Expertise-Persuasion
You gain expertise in Persuasion
Expertise-Poisoner's Kit
You gain expertise in Poisoner's Kit
Expertise-Survival
You gain expertise in Survival
Cloud the Mind
At 6th level, you can manipulate your enemy’s ki using a precise series of strikes causing their mind to be muddled. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice), until the end of your next turn.
- Choose either Intelligence, Wisdom, or Charisma saving throws: It has disadvantage on the next chosen saving throw until your next turn.
- Its speed is reduced by half.
Preventative Maintenance
Starting at 11th level, you have learned enough of the anatomy of others, and the flow of their ki, that with regular aid, you are able to aid in their physical wellness. After you finish a short or long rest you and up to five creatures gain temporary hit points equal to your monk level + your wisdom modifier. This ability has no effect on undead or constructs.
Inner Radiance
At 17th level, you can channel your ki outward in a flash of brilliant radiant energy that heals allies and harms your foes.
As an action, you spend 3 ki points and target creatures that are within a 30-ft.-radius sphere centered on you must make a Constitution saving throw. On a failed save, they take 5d6 necrotic damage and 5d6 thunder damage and are blinded and deafened, and half damage on a successful save and are not blinded nor deafened
In addition, up to six creatures of your choice that are within a 30-ft.-radius sphere centered on you regain hit points equal to 1d8 + Wisdom modifier.
Previous Versions
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