Way of Mercy (5e Subclass)
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Way of Mercy
Monks who follow the Way of Mercy spend every waking moment trying to make the world a better, easier place for the common folk around them. To them, mercy isn't avoiding violence: it's tackling it head on to spare innocent lives from having to take up that violence instead of them. Those who follow this path are typically guided by a powerful Fey, an ancient spirit, angels, or sometimes even deities. He who walks the Way of Mercy takes on every sacrifice so that others won't have to, sometimes to the detriment of their own lives.
When you take this subclass at 3rd level, you gain a pool of healing equal to 10 + your Monk level(x5). You may use this pool to heal yourself and others via touch so long as they are not undead or constructs. Alternatively, you may channel points from your pool into ki, with 3 points becoming one Ki. Also, you may spend 5 of these points to cure a disease or poison. If used on the undead or fiends, the target will take 1d8 radiant damage for every 4 points used. Some curses can also be cured with this pool. Minor curses such as blind, deafen, silence, and charming can be lifted using 15 of these points. Major curses, such as lycanthropy and vampirism, can be lifted for 30 points (So long as your DM deems it plausible).
Shield from Cruelty
At 5th level, you add your Constitution modifier to your Unarmored Defense score. You may now also use your pool of healing to cast Shield of Faith, but only on your allies, not yourself (You may only target up to the amount of your Wisdom modifier). You also gain the Parry and Riposte maneuvers, spending 1 ki to use either; Use your Martial Arts die in place of a superiority die.
At 6th level, you have become more attuned to the being that guides you: so much so, that a white, blue, or golden (Your choice) light begins to flow like water just under your skin, producing 15 feet of bright light and 30 feet of dim light. You cease to age and food, drink, and sleep become little more than luxuries that you can go without indefinitely. Any attack you make with a monk weapon or unarmed strike now counts as radiant damage instead of bludgeoning or magical, and you may be granted a resembling feature or ability of the being that guides you (at your DM's preference). Also, your attack die increases by one. i.e, 1d8 --> 1d10. At 12th level, it increases again to 1d12, and at 17th level it becomes 2d12. Finally, as a free action you may sprout ethereal wings of your specified color, gaining a flight speed of 15 feet. This increases to 30 feet at 9th level, 60 feet at 13th level, and 120 feet at 17th level.
Orb of Clemency
At 11th level, you have learned to attune yourself to the positive energy of the world around you. Expending 2 ki as an attack action, you may fire an orb of iridescent light at any point you can see within 120 feet on your next attack action. If impacted directly, a creature must make a DC 13 Constitution save. On a successful save, the target takes 5d10 radiant damage, turning to ash on a failed save (So long as their CR is below your Monk level; Otherwise, double damage.). Any creature within a 20 foot radius must make a DC 16 Dexterity save. On a failed save, the creature takes 45 (8d10) radiant damage, or half as much on a successful one.
At 17th level, your body begins to merge with the being you follow. If this being is Fey or Primordial, you gain a blindsight radius of 60 feet. If this being is Celestial, you gain a Truesight radius of 90 feet. You can tell whether or not there is a fiend, fey or celestial being within a mile area of you, much like a paladin's Divine Sense. However, within that radius, you can also hear the suffering of others as if their voices were inside your head. Each dawn, you must make a DC 16 Will (Wisdom) save or suffer a level of exhaustion. This effect can be negated with a short or long rest, so long as 2 hours of the rest are spent meditating. You also gain Telekinesis, and as such have advantage on Insight and Investigation checks on those who speak to you (If you have Truesight, you can see past lies regardless), gain advantage on attack rolls so long as the creature doesn't also have telekinesis, and impose disadvantage on attack rolls towards you. Parry and Riposte cost no ki, and both 19 and 20 count as a critical hit. You become immune to radiant damage and resistant to both magic and common damages (Bludgeoning, piercing, slashing), but weak to necrotic. Your healing pool now becomes 10 + your monk level(x10), but you lose a total of 35 Max HP. Finally, you may cast True Resurrection without any components by dropping to 1 HP, regardless of current HP.