Monk
Base Class: Monk

Monks that follow the way of the physician are masters of the ins and outs of how ki works in the bodies of living beings. They can use their abilities to help allies, harm enemies, and sense other’s ki. 

Bonus Proficiency

Starting when you choose this tradition at 3rd level, you gain proficiency Medicine skill if you don’t already have it. Your proficiency bonus is doubled for checks using the Medicine skill. 

Healing Ki

At 3rd level, you can manipulate the ki in creatures to rapidly heal their wounds. As an action, you can touch a creature and expend one ki point to restore their hit points by 1d6 + your wisdom modifier. You can choose to spend additional ki points when using this feature. Each ki point you spend beyond the first increases the number of dice by one. 

Wounding Strike

Starting at 6th level, you can manipulate your opponents ki to cause them internal injury. When you hit a target with an unarmed strike, you can spend 1 ki point to deal extra damage to the target equal to your Martial Arts die. This extra damage is necrotic. You can use this feature only once on each of your turns.

Ki Sense

Starting at 11th level, you have the ability to reach out and read the ki of others. As an action, you can spend 2 ki points to activate your Ki Sense, which lasts for one minute. When it is active, you gain the following benefits:

  • You can sense the presence of all other living creatures in a 100ft radius centered around you. You know their locations and can sense when they move. 
  • You can tell whether each creature you can sense is good or evil in nature. 
  • You cannot be surprised by any living creatures in the effected area. 
  • Magical darkness and illusionary terrain do not affect this sense. 

Ki Aura

Starting at 17th level, you can create an aura made of pure ki energy that surrounds you. As an action, you can spend 3 ki points and choose an aura to create. This aura is a 30ft radius centered around you. When you use this feature, choose the aura you create: 

  • Life - when a friendly creature enters your aura for the first time on a turn or starts its turn there, it gains hit points equal to 5 + your wisdom modifier. 
  • Death - when a hostile creature enters your aura for the first time on a turn or starts its turn there, it takes necrotic damage equal to 5 + your wisdom modifier. 

You can end this aura as a bonus action. You can only have one aura active at a time. You determine what creatures are hostile and friendly. 

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