Warrior of Mercy
⟵ Monk
Manipulate Forces of Life and Death
Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.
Level 3: Hand of Harm
Once per turn when you hit a creature with an Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike -- a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.
Whenever you use your Unarmed Strike, choose one of the following options for its effect.
Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Prof ... [more]
and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.
Level 3: Hand of Healing
As a When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also Concentration .
action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike -- a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.
Whenever you use your Unarmed Strike, choose one of the following options for its effect.
Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Prof ... [more]
with a use of this feature without expending a Focus Point for the healing.
Level 3: Implements of Mercy
You gain proficiency in the Wisdom (Insight) allows you to discern a person's mood and intentions.
and Wisdom (Medicine) allows you to diagnose an illness, or determine what killed the recently slain.
skills and proficiency with the Ability: Intelligence Weight: 3 lb. Cost: 5 GP
Utilize: Identify a plant (DC 10)
Craft: Antitoxin , Candle , Healer's Kit , Potion of Healing
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Level 6: Physician's Touch
Your Hand of Harm and Hand of Healing improve, as detailed below.
Hand of Harm. When you use Hand of Harm on a creature, you can also give that creature the While you have the Poisoned condition, you experience the following effect.
Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.
condition until the end of your next turn.
Hand of Healing. When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: While you have the Blinded condition, you experience the following effects.
Can't See. You can't see and automatically fail any ability check that requires sight.
Attacks Affected. Attack rolls against you have Advantage , and your attack rolls have Disadvantage .
, While you have the Deafened condition, you experience the following effect.
Can't Hear. You can't hear and automatically fail any ability check that requires hearing.
, While you have the Paralyzed condition, you experience the following effects.
Incapacitated. You have the Incapacitated condition.
Speed 0. Your Speed is 0 and can't increase.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws .
Attacks Affected. Attack rolls against you have Advantage .
Automatic Critical Hits. Any attack roll that hits you is a [Critical Hit]( ... [more]
, While you have the Poisoned condition, you experience the following effect.
Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.
, or While you have the Stunned condition, you experience the following effects.
Incapacitated. You have the Incapacitated condition.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws .
Attacks Affected. Attack rolls against you have Advantage .
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Level 11: Flurry of Healing and Harm
When you use Flurry of Blows, you can replace each of the Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike -- a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.
Whenever you use your Unarmed Strike, choose one of the following options for its effect.
Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Prof ... [more]
with a use of Hand of Healing without expending Focus Points for the healing.
In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.
You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a A Long Rest is a period of extended downtime -- at least 8 hours -- available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.
Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit ... [more]
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Level 17: Hand of Ultimate Mercy
Your mastery of life energy opens the door to the ultimate mercy. As a When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also Concentration .
action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: While you have the Blinded condition, you experience the following effects.
Can't See. You can't see and automatically fail any ability check that requires sight.
Attacks Affected. Attack rolls against you have Advantage , and your attack rolls have Disadvantage .
, While you have the Deafened condition, you experience the following effect.
Can't Hear. You can't hear and automatically fail any ability check that requires hearing.
, While you have the Paralyzed condition, you experience the following effects.
Incapacitated. You have the Incapacitated condition.
Speed 0. Your Speed is 0 and can't increase.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws .
Attacks Affected. Attack rolls against you have Advantage .
Automatic Critical Hits. Any attack roll that hits you is a [Critical Hit]( ... [more]
, While you have the Poisoned condition, you experience the following effect.
Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.
, and While you have the Stunned condition, you experience the following effects.
Incapacitated. You have the Incapacitated condition.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws .
Attacks Affected. Attack rolls against you have Advantage .
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Once you use this feature, you can't use it again until you finish a A Long Rest is a period of extended downtime -- at least 8 hours -- available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.
Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit ... [more]
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Source: Player's Handbook, p. 104