Way of the Healing Ones (5e Subclass)

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Way of the Healing Ones[edit]

Monk Subclass

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 healing dice, which are d6s, equal to your monk level. As an action, you can touch a creature and spend a number of healing dice from the pool, up to half your monk level (rounded down) to restore a number of hit points to that creature equal to the number rolled.

Instead of healing the creature, you can expend one die 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.

In addition, you can spend 1 ki point to use this feature as a Bonus Action. Also, whenever you use Flurry of Blows, you can forgo one attack made as part of the flurry to use this feature instead.

This feature has no effect on undead and constructs.

Path of Wisdom

At 3rd level, you also gain proficiency in the Insight, Medicine or Persuasion skill (choose one).

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 your ki save DC. A creature that succeeds on the save is immune to this effect for 24 hours.

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 movement falls to 0 hit points, you can use your reaction to move directly towards them if able, without provoking opportunity attacks, bringing them back to 1 hit point, if you end your reaction within 5 feet of that creature.

If you have taken the Dash action or used Step of the Wind on your last turn, it affects your movement when you use this reaction.

Once you use this feature, you cannot use it again until you finish a short or long rest.

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.

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