Way of the Healing Ones (5e Subclass)
From D&D Wiki
Way of the Healing Ones
Monks of the Way of the Healing Ones see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.
- Healing Soul
Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of d6 Healing die that replenishes after you complete a long rest. The number of healing die equals your monk level. As an action, you can touch a creature and spend some healing dice from the pool to restore a number of hit points to that creature equal to the number rolled. You can not spend more than half of your maximum number of healing die with one use, rounded down. Instead of healing the creature, you can expend 1 dice from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Soul, expending hit dice separately for each one. You can spend 1 ki point to use this feature as a Bonus Action, you may also use this feature instead of one strike from Flurry of Blows.
This feature has no effect on undead and constructs.
- Path of Wisdom
You can become an island of calm in even the most chaotic of situations. With this feature, you can cast sanctuary on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. Once you cast the spell in this way, you cannot do so again until a 1 minute has passed since the effect has not been active.
- Emissary of Support
At 6th level, if you see a creature reduce another creature within distance of your Unarmored Movement falls to 0HP, you can use your reaction to run directly towards them with your Unarmored Movement if able, not triggering opportunity attacks, bringing them back to 1HP, if you end your reaction within touch of the downed creature. Once you use this feature, you cannot use it again until you finish a short or long rest.
Additionally, when using your Healing Soul feature, If the target is healed to its HP maximum, the unused HP is transferred to you or another target of your choice within reach, as temporary HP. The target must be wounded to gain the benefit of this feature.
- Douse the Flames of War
At 11th level, you gain the ability to use rudimentary divine magic to help your allies, prevent conflicts and reduce hostility. You can spend 2 ki points to cast as an action command and calm emotions, or 3 ki points to cast beacon of hope without providing material components. All spells cast this way still require concentration if their spell requires it. You can spend additional ki points to cast command as a higher level spell. Each additional ki point you spend increases the spell level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier.
You also gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it does not apply if proficiency in the Deception or Intimidation skill applies to your check.
- Anger of a Gentle Soul
At 17th level, you gain the ability to visit vengeance on someone those whom will not rebuke their ways. After you use ki points to cast a spell, you may also grant yourself a bonus to all attack rolls against the hostile creatures around you until the end of your next turn. This bonus equals your Wisdom Modifier (Minimum of 1).
You further gain the ability to use the divine nature of your magic to help your allies. You can spend can spend 4 ki points to cast as an action death ward, or 5 ki points to cast aura of life without providing material components. All spells cast this way still require concentration if their spell requires it. Its saving throw DC equals 8 + your proficiency bonus + Wisdom Modifier.