Base Class: Monk
Life weavers are monks associated with the forces of nature, especially their healing properties. They uphold ideals of peace and can conjure spirits of wondrous appeal. Many of these monks work in tandem with druids and rangers, but often prefer a more adventurous and nomadic way of life, sometimes offering service to those they meet on the road.
Life Weaver's Touch
Starting when you choose this tradition at 3rd level, you can channel your ki into a wave of healing. Using an action, you can expend any number of ki points you have available to restore double the amount of hitpoints to a target you touch. Additionally, if the creature is poisoned, you can remove the condition.
This feature does not affect constructs or undead.
Free Spirit
At 6th level, your steps become graceful and little can slow you down. You ignore difficult terrain, and have advantage on saving throws against being grappled or restrained.
Dream Birds
Beginning at 11th level, you can summon a small group of spectral songbirds that can repel panic and mend wounds. Using 3 ki points and an action, you summon these songbirds in spaces adjacent to you. Each songbird is a tiny fey with 5 hitpoints, AC 10, a flying speed of 60 feet, and resistance to all damage except force damage. Using a bonus action, you can move the birds up to their flying speed and may have them enter the space of a creature you can see, which binds the bird to the creature. A creature can only have up to one songbird bound to it at a time, and you can unbind any number of songbirds when using this bonus action.
While a creature has a songbird bound to it, the songbird has immunity to all damage except force damage, and moves with the creature bound to it. The bound creature regains 1 hitpoint at the start of each of its turns as long it has more than 0 hitpoints, if it is friendly to you. You can also impose one of the following effects on a bound creature using a reaction, which causes its songbird to disappear:
- The creature regains 10 hitpoints.
- You remove the frightened condition from the creature.
- The creature gains a flying speed of 60 feet until the end of its next turn.
- The creature must succeed on a Charisma saving throw with DC equal to 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the creature is put to sleep for 1 minute or until it takes any damage. A creature that cannot be charmed automatically succeeds on the saving throw.
- The creature has disadvantage on its next attack roll.
- The creature is suspended at a height of 10 feet and cannot move until the end of its next turn, after which it floats to the ground.
The birds disappear after 10 minutes, when they are killed, or if they ever move more than 300 feet away from you. You cannot use this feature again until you finish a long rest.
Life Weaver's Cocoon
At 17th level, you gain the ability to place a creature in a magical cocoon, boosting its vitality upon awaking. You use an action and spend 5 ki points, touching a willing creature that is beginning a long rest. The creature is then put into a sleep-like trance and enveloped in a sturdy cocoon of vines, which sprout from the ground.
The cocoon has 100 hitpoints, resistance to all damage and immunity to poison and psychic damage. The creature cannot be targeted by any attacks, spells or effects as long as the cocoon remains intact, and it is unaware of its environment. Any poisons or diseases affecting the creature remain, but are suspended. The creature is awoken if the cocoon reaches 0 hitpoints.
Upon finishing the rest, the creature is released from the cocoon. It regains all its hitpoints and hit dice, is cured of all poisons and diseases affecting it, and gains a number of temporary hitpoints equal to its hitpoint maximum. The creature cannot be the target of this ability again until it loses all temporary hitpoints, nor can you use this ability again until then.







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