Base Class: Monk
Monks of the Way of Healing Hands follow teachings from master to student on how to harness the flow of ki for healthy mind and body. In addition to strengthening their martial arts, they can heal those around them by altering the flow of this life force. Masters of this tradition are often slow and selective in taking on students, and view it as a lifetime commitment. One is always a student, and this may take form in regularly sending letters back to their master to share their recent adventures, continuing a journal passed down the generations for posterity, or a tradition unique to their teacher and student relationship.
Healing Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 1 ki point to cast cure wounds or heroism. You can also use your action and spend 2 ki points to cast aid or lesser restoration without providing material components. Additionally, you gain the spare the dying cantrip if you don’t already know it. Wisdom is your spellcasting ability for these spells and these spells can only be cast at their standard level.
Once you have used this ability to cast a spell on a creature, that creature cannot benefit from that same spell cast by you until you finish a long rest. (i.e. you can cast cure wounds on yourself, and later cast lesser restoration on yourself, but not cure wounds until you finish a long rest).
Disruptive Ki
At 6th level, you gain the ability to disrupt the flow of energy in your opponent and reinforce your own. When you hit a target with an unarmed strike or melee monk weapon, you can spend 1 ki point to cause the weapon to deal extra force damage to the target equal to your Martial Arts die. If you do, you also gain that many hit points. You can use this feature only once on each of your turns.
Focused Breathing
By 11th level, your breathing circulates your ki so efficiently, it enhances the healing you receive. When you receive healing, you may spend 3 ki points to regain the maximum number of hit points possible from that healing source. When you do, you also gain temporary hit points equal to your level.
Focused Redirection
At 17th level, the flow of energy becomes a means for redirecting damage and turning its tides into healing waves. As a reaction, you may choose to half a source of damage. If you do, you may redirect that energy into a creature in melee range and either deal force damage to a creature equal to the halved amount, or heal a willing creature a number of hit points equal to the halved amount. A creature cannot be healed by this ability again until you have taken a short or long rest.
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