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Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need—or to bring swift and terrible judgment to their enemies. They are wandering physicians and selfless healers one moment, and the bringers of merciful death the next. Their philosophy holds that suffering is the truest evil, and that sometimes the most compassionate act is to end a life that can no longer be sustained.

These monks often wear masks and concealing robes as they move through the world, their identities obscured so that they may act without attachment. To some, they are angels of mercy; to others, they are harbingers draped in the scent of herbs and decay.

Way of Mercy Table:

Level Subclass Features Gained
3rd Implements of Mercy, Hands of Healing, Hands of Harm
6th Physician's Touch
11th Flurry of Healing and Harm
17th Hand of Ultimate Mercy

Subclass Features

Implements of Mercy

At 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you can craft using your herbalism kit over the course of a short rest. The mask is a focus for your ki and grants you the following benefits while you wear it:

  • Creatures have disadvantage on saving throws against your Hands of Harm feature.
  • You can use your Hands of Healing feature on yourself.

Hands of Healing

At 3rd level, your touch can mend wounds and restore vitality. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending the ki point for it.

Hands of Harm

At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician's Touch

Starting at 6th level, you can administer cures and inflict debilitations with greater precision. When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting it: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm

Starting at 11th level, you can now use Hands of Healing when you use your Flurry of Blows. You can replace any number of the unarmed strikes with a use of Hands of Healing, without spending ki points for those uses.

In addition, when you use Hands of Harm, you can now forgo the ki point cost entirely once per turn if you have already used Hands of Healing on this turn.

Hand of Ultimate Mercy

Beginning at 17th level, your mastery of life energy opens the door to the most profound mercy of all—the restoration of life itself. As an action, you can touch a creature that has been dead for no longer than 24 hours and spend 5 ki points. The creature returns to life with a number of hit points equal to \(4d10\) + your Wisdom modifier.

You cannot use this feature on a creature that has fallen to 0 hit points from old age.

Once you use this feature, you can't use it again until you finish a long rest.