Gentle Hand
Gentle Fist
When you choose this archetype at 3rd level, you can manipulate the flow of energy within a creature when you strike them. Whenever you use a maneuver as part of an attack that hits a creature, you can impose one of the following effects on that target.- It must succeed on a Dexterity saving throw or be knocked prone.
- It must succeed on a Strength saving throw or be pushed 15 feet away from you.
- It must succeed on a Constitution saving throw or become dazed until the end of its next turn.
Expanded Maneuver List
Also at 3rd level, you learn additional maneuvers when you reach certain levels in this class, as shown in the Gentle Maneuvers table.Gentle Maneuvers
Monk Level | Standard Maneuvers | Heroic Maneuvers |
---|---|---|
3rd | Hand of Healing | - |
6th | Hand of Harm | - |
10th | Karmic Rejuvenation | - |
12th | Touch of Life | |
14th | Touch of Death |
Monastic Medicine
Starting at 6th level, you complete your training in the medicinal arts. You gain proficiency in the Medicine skill, and you gain proficiency with the herbalism kit. In addition, whenever you use class feature, maneuver, or spell to restore hit points to a creature, you can expend uses of your martial discipline to increase the hit points restored by a roll of your Martial Arts die for each use expended in this way.Tranquility
Starting at 10th level, after every rest you enter a state of tranquility. Until this effect ends, any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. You are not protected from area effects, such as the explosion of a fireball.If you make an attack, cast a spell that affects an enemy, or deals damage to another creature, this effect ends.
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