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Way of Renewal

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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