Traditional Medicine
At 3rd level, you become adept with the old healing arts
that have been passed down for generations. You learn the
spare the dying cantrip, and can cast it as a bonus action.
You also gain proficiency with two of the following skills or
tools of your choice: Medicine, Nature, herbalism kits, or
brewer's supplies.
Healing Hands
Starting at 3rd level, you gain the ability to channel mystic
energy to heal wounds. You have a pool of d6s that you
spend to fuel this healing. The number of dice in the pool
equals 1 + your monk level.
As a bonus action, you can heal one creature that
you touch, spending one die from the pool. The target
regains a number of hitpoints equal to the number rolled.
Whenever you make an unarmed strike, you can replace it
with a usage of this feature.
Your pool regains all expended dice when you finish a
long rest.
Respite for the Weary
Beginning at 6th level, when a friendly creature within
30 feet of you is reduced to 0 hitpoints, you can use your
reaction to move up to half your speed towards them,
without provoking attacks of opportunity.
Additionally, when you use your Healing Hands, you can
forgo the healing to instead cure the target of one disease
or neutralize one poison affecting it.
Ki-Empowered Healing
At 11th level, you learn to channel your own ki directly into
others to bolster their healing. When you use your Healing
Hands, you can spend 1 ki point to double the amount of
hitpoints restored.
Additionally, you regain one expended healing die when
you complete a short rest.
Master of Renewal
Beginning at 17th level, your healing dice increase to d8s,
and when you use your Healing Hands, the target regains
additional hitpoints equal to your Wisdom modifier.
Additionally, you can cast the greater restoration spell
without material components. Once you cast the spell
using this feature, you can't do so again until you complete
a long rest.
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