{"name":"Rome Primus","class":"lv.9 Monk(Mercy and 4 elements revised)","level":"9","background":"Outsider( Sea of Sorrow)","race":"Tortle","alignment":"Lawful Neutral","proficiency_bonus":"4","strength":"24","dexterity":"20","constitution":"28","intelligence":"14","wisdom":"24","charisma":"18","str_save":"11","dex_save":"11","con_save":"12","int_save":"4","wis_save":"10","cha_save":"7","hit_die":"9","total_hit_dice":"9","acrobatics":"9","animal_handling":"7","arcana":"2","athletics":"15","deception":"4","history":"2","insight":"11","intimidation":"4","investigation":"2","medicine":"11","nature":"2","perception":"11","performance":"4","persuasion":"8","religion":"2","sleight_of_hands":"5","stealth":"5","survival":"101","proficiencies":"Passive insight 21\r\nPassive perception 21\r\npassive int 12","armor_class":"25","hit_points":"206","initiative":"10","speed":"55","proficiences_and_languages":"Armor: light armor\r\nWeapons:  simple weapons, hand crossbows, longswords, rapiers, shortswords, monk weapons.\r\nTools: All crafting tools, cooking utensils.\r\nSaving Throws: Dexterity, Strenght\r\nSkills: Expertise on Athletics| acrobatics, insight, martial, survival\r\nLanguages: Common, Arabel, Aquan","attacks":"Fists 2d8+strenght mod.\r\n\r\nlv. 9 rolled= 15hp\r\n\r\nASI reward +2 int","spellcasting":"Imagine having spells.\r\n\r\nEXA tracker made from an EXA material","equipment":"Res to Radiant, Force, Fall, DR 3 to necrotic , HQ: DR 1 fire, 2 to primal\r\nItems:\r\n\r\nLight Bringer (Contract to go to nine hells citadel with Violeta)\r\nExo Suit MK I (Favor from nyx to passage to Jorgumundr lair)\r\n32750 gold\r\nThe legalese pile of pages\r\nThe Kind Pile of pages\r\nThe mysterious pile of pages\r\n3 potions of chives\r\nSuperior x 1\r\nHealing potion x1\r\nAnti-poisonx1\r\nplatinum ticket x1\r\n(Trials completed in total: Yvera: 2 , strife: 1. Missions 10, Handlers: 1 Moon: 1, Hunts 2.)\r\nLove Books\r\nPizza Book\r\nSongstress Trout.\r\n8 Star fish (4 guppy, 2 trout, 1 squid, 1 jellyfish)\r\nExplorers pack\r\nTrophy of the Drunken\r\n6 bottles of Sake.\r\n[In forge vault]\r\n3 Custennin Shards [One carried by him]\r\nEXA Shard\r\n[]\r\nBag of Candy, a small knife.\r\nAbzan Sake x 4 (DC 22 Con)\r\n4 (feats changed into +8 hp)\r\nOwlbear plushie and Ddonger plushie\r\n\r\n---\r\n3\/4 attunment. (1 is special attunments)\r\n---\r\nEnchantment\r\n\r\nOnce per day you may make an additional Hasted Action. However, if you roll a 1 on a d20 roll using this Hasted Action make a will save DC 16 or suffer 1 paranoia. -Rome\r\n\r\nUpgrade\r\n\r\nCrippling,\r\n-----------------------------------------\r\nThis Weapon made by the Primal Crafter that known as Kud; made this weapon for his brother Rome. As this weapon has a design of primal energies flowing through it granting the user the power to knock back any foe with one blow that can be heard from miles away. However, with great power comes with a terrible price.\r\n-----------------------------------\r\n\r\nCrippling Attunement: Stuck with you forever and Ever AND EVER!!!\r\n\r\nE.X.A.-CALIBUR; Asura Form \/Power Fists of the Unstoppable Force\r\nGauntlets of Protection +3\r\n\u24b6\u24e2\u24df\u24d4\u24d2\u24e3 \u24de\u24d5 \u24b9\u24d3\u24de\u24dd\u24d6\u24d4\u24e1\r\n\u13ae\u13a5\u13c1\u13c1\u13d7\u1348\u13dd\u13cb \u13a7\u13a6 \u13d6\u13c2\u13cb \u13a6\u13d7\u13d6\u13cb \u13d5\u13a5\u13d5\u13d6\u13cb\u13d2\u13d5\r\nTitle Attunement: Crimson Primus\r\n----------------------------------\r\nPast Wielder:  Unknown   Lyssa \r\nCurrent Wielder: Rome, Asura of Wrath\r\nExcalibur Piece #XII:\r\nClotho-  The Spinner Fate\r\nLachesis -  The Allotter\r\nAtropos - The Inflexible\r\n\r\nThe Fate Sisters \r\nThe Chariot of The  Drakengard\r\n------------------------------------------- \r\nThe Domain of Destruction- These gauntlets appears mundane, but transforms and radiates  surrounding you with crimson and sliver threads up to 15 feet when in combat against the True Enemy. Then Choose between Yorhara or Lolth,  and, this weapon's bonus to attack and damage rolls is also doubled against creatures Dreadborne, Corrupted Ones, Zealots, Void Creatures,  or Elder Creatures.\r\n\r\nYorhara's Gift: You channel the bolstering energy of the gem into your aura. While active, you gain advantage on Int Saves and Checks, and if an Ally would die in your aura from a Void trait or Abilities you may sacrifice half your Ki so they are nullified from the effects and are put to one HP.\r\n\r\nLolth's Gift: You can radiate a debilitating aura that causes all hostile creatures within 15 feet of you to take a -2 penalty to Athletics and -2 to Hit.\r\n------------------------------------------------\r\nScales of DDonger: Increase your Con Score based by the pluses of this weapon to a max of 24. If your Con Score is at 24 then set it to 28.(Set scores cannot be increased.)\r\n\r\nDdongers Chosen: These Gauntlets give advantage on athletics when grappling\/breaking\/ throwing or mounting.\r\n------------------------------------------\r\n\r\nPlant: When you hit an enemy with all your attacks from your action and Flurry of Blows you may may plant them in the ground, if you do they are considered prone and restrained until the make a str save (8+con+prof) at the start of their turn. Twice per long rest.\r\n\r\nDisclaimer: this doesn't include additional free attacks from titles, items, and class features.\r\n------------------------------------ (edited)\r\n[12:46 AM]\r\nScales of DDonger: Increase your Con Score based by the pluses of this weapon to a max of 24. If your Con Score is at 24 then set it to 28.(Set scores cannot be increased.)\r\n\r\nFates' Fists: Your unarmed strikes hit for 1d8 and no longer can critically strike. Whenever you hit a hostile creature gains a Destiny Strands to a max of 10. Critical Hits gain two Stacks instead of one. At every two stacks gain an additional d8.\r\n\r\nDestiny Strands- You may use these Strands to Open you Inner Gates to use three maneuvers that combo with each other in a chain. You cannot gain Strands from Gates unless stated otherwise or, in Primus Form. \r\n\r\nStarter- The First Maneuver that starts the Combo that either cost an action or bonus action\r\n\r\nChain- Second  Maneuver that  is in the Combo\r\n\r\nFinisher- Last Maneuver that is in the Combo\r\n---------------------------------- \r\nGate One: Starter Action:\r\nSpinner's Burst \r\nCost: 1 Strand\r\n\r\nMake an attack roll against a hostile creature up to 15 ft  to create a line from the creature  as its origin. The creature and everyone in the line takes your Weapon Dice. Twice Per Long or Short Rest.\r\n\r\n\r\nGate Two: Chain\r\nAllotter's Return\r\nCost: 2 Strands\r\nWhenever you use a Stater that has range to hit. You may make a contested Athletics check; if you win you may pull the creature towards you causing the creature and everyone in the way of the creature takes your Weapon Dice as damage. Twice Per Long or Short Rest.\r\n\r\nGate Three: Finisher\r\nInflexible Smasher\r\nCost: 3 Strands\r\nYou roll an attack roll against a hostile creature up to five feet and your Critical Hit Threshold on this strike is 15-20. On hit a the creature takes 3d4 bludgeoning damage and your martial dice, and is knocked 15 feet away. Creatures in the way must make a STR Save DC (8+Prof+Con Mod) or be knocked prone. Twice Per Long or Short Rest.\r\n\r\nOn a Critical Hit gain 2 Strands.\r\n\r\n-------------------------------------- \r\nGate Four: Starter; Action\r\nSpinner's Stomps\r\nCost: 2 Strands\r\nMake an attack roll against a hostile creature up to 5 ft; the creature you hit becomes prone, and you may immediately use your reaction to make two unarmed attacks against them.  Twice Per Long or Short Rest.\r\n\r\nGate Five: Chain\r\nAllotter Slam\r\nCost: 3 Strands\r\nMake a contested Athletics check against a hostile creature up to 5 ft,  if you win you slam the creature to the ground, putting them prone. Then causing every creature within 10 feet of you(excluding yourself and allies) to take Weapon Dice in thunder damage  and is knocked 15 feet away. Twice Per Long or Short Rest.\r\n\r\nIf the Creature is already prone, gain 1 Destiny Strand.\r\n\r\nGate Six: Finisher \r\nInflexible Bomber\r\nCost: 4 Strands\r\nMake a contested Athletics check against a hostile creature up to 5 ft; if you win you jump up in the air with the creature up to 60 Feet and then slamming them to the ground taking fall damage and Weapon Dice. Twice Per Long or Short Rest.\r\n\r\nYou may spend 4 Ki Points to Plant them in addition to the hit.\r\n\r\nIf the Creature is already prone, gain 2 Destiny Strands.\r\n\r\n------------------------------ \r\nGate Seven: Starter; BA\r\nSpinner's Pinwheel\r\nCost: 6 Strands\r\nYou summon a Pinwheel of Crimson and tossing it at a hostile creature up to 60 feet making an attack roll against a creature. Dealing an additional 6d12  Vorpal or Primal Damage. This can be used Once per Long Rest.\r\n\r\nThis Attack can Critically Strike and, on a Critical Hit  you may add your Con Score to your Damage.\r\n\r\nGate Eight: Finisher;\r\nTailor's Dance\r\nCost: 5\r\nYou may Step of the Wind, Flurry of Blows, and  Patient Defense in One Bonus Action.  This can be used Once per Long Rest.\r\n\r\nGate Nine: Starter; BA\r\nClotho's Fate \r\nCost: 4 Strands\r\nYou regain 1d4 of Destiny Strands and are immune to Vorpal and Slashing Damage till the end of your Next Turn. Once per Long Rest.\r\n-------------------------- \r\nGate Ten: Chain\r\nLachesis's Revival\r\nCosts 4 Strands\r\nWeapon Dice of Hit hitpoints. Once per Long Rest.\r\n\r\nGate Eleven: Finisher \r\nAtropos's Zen\r\nCosts: 6 Strands\r\nYou regain Weapon Dice of Ki. Once per Long Rest.\r\n\r\nGate Twelve: Starter; BA\r\nKALI'S ASCENSION\r\nCosts: 10 Strands\r\nDuring this turn you use this Maneuver you open the 13th Gate and, gain back 6 Destiny Strands. The 13th Gate is open for up to your Prof Mod of Rounds and ends at the beginning of your turn.  You gain 3 stacks of Exhaustion once it ends and, only healing from Dolas; Ishtar; Mordred; Nyx; Znanyie; Caim\/Khyne; Tekken; Artemis; Solis; Hendrix; Taliisa; and Aquamaria Hunters removes 2 stacks of exhaustion. Twice per Long Rest using the Second Charge recharges your the Gates by one\r\n\r\n=====================================\r\nPhantom of Sorrow\r\nMask(Wonderous)\r\nLessar Aspect: Necro\r\nAttunement: Mercy Monk\r\n---------------------------------\r\nYou gain DR 3 to Necrotic Damage\r\nYou gain resistance to Radiant Damage\r\n\r\nShadow Touch: Your Hands of Healing can be transferred into a person shadow. Your touch range is increased to 10 feet for healing Allies.\r\n\r\nNercro Strike: Your Hands of Harm can add can inflict wounds that can affect a creatures natural defenses. A creature hit by Hands of Harm cannot Heal or gain Temp Hp till the end of your turn.\r\n\r\nAmulet of Zephyr\r\nWaterfalls rest: Taking a long rest you can roll your martial arts die to gain that much extra ki","personality_trait":"","ideal":"Asura of Wrath\/ Crimson Primus LV 2\r\n(Title Slot: Passive and Active)\r\n(Class: Pure Monk)\r\n(Rarity: Draconic)\r\n\r\n\r\nPassives\r\n\r\nStrands of Kali: Gain additional Ki based off your Constitution Modifier.\r\n\r\nPrimus of Kali: Your first Attack Action of true combat is done at advantage and, on a critical you add your Con modifier to the damage.\r\n\r\nCrimson Health: You add your Con Score to your Max Hp.\r\n\r\n\r\n\r\n-----------------------------------------\r\nActives:\r\n\r\n13th Gate open: It is activated as a free action and this form lasts for X rounds; X is up to your double your Proficiency mod; and  can be only done once per dungeon, Chapter, mission, major\/ void rp event; or hunt. \r\n\r\nFist of the Crimson Star: When in the 13th gate, add an additional 1d6 Vorpal damage to the already existing damage die on the First Attack of your turns. Also; against void you add your level to damage.\r\n\r\nEyes of Truth: Gain 30 feet of True sight.\r\n\r\nWrath of Ages: All damage done in this state ignores any existing damage resistances.\r\n\r\nRage Unleashed: In this state you have resistance to all elemental damage, including primal. \r\n\r\nFlurry of Asura: Whenever you land the first critical hit per round, you get to Flurry of Blows as a free action without expending Ki.\r\n\r\nChakra Flight You gain a fly speed of 60ft.\r\n\r\nUsed Everything: At the end of this state you gain 5 points of Exhaustion and only healing from Ishtar; Mordred; Nyx; Znanyie; Caim\/Khyne; Tekken; Artemis; Solis; Hendrix; Taliisa; and Aquamaria Hunters removes 2 stacks of exhaustion","bond":"Tortles Resolve,\r\n(20 ratfolk employees, 10 giant crab employees, 1 Land Whale called Maw employee, Pop)\r\nKud and Donnie - Brothers\r\nInvestors: Custenin, Hendrix, Midas, Etheria, Ddonger, Ishtar, Artemis.Navi, Nyx, Kali. etc.\r\nSilvermane airplane dragon?)","flaw":"Over-protective, non-empathetic towards outsiders that arent his family, stern.\r\n","features_and_traits":"Character look:\r\n7ft 2. 400lbs. Tortle\r\nRed\/black skinned, rose engraved scales on shell, wrapped in cloth and gladiator wear. and sigiled charms floating of the sides of his head.\r\nBlue Warpainted sigils on face. Very mellow look on his face but radiates sternes. Sharpened claws.\r\nAlways in controlled\/disciplined pose.\r\n==============================\r\nOutsider.\r\n\r\nOrigin: Starting gold is +1000 GP\r\n\r\nOutsiders may choose from two of the following benefits.\r\n\r\n+10 Movement speed <took\r\n\r\n+10 HP <took\r\n\r\n+5 to initiative.\r\n=========================================\r\nDdonger\r\nAlignment: Neutral\r\nWorldbreakers\r\n-----------------------\r\nThe Red Elder Dragon of Power and Unstoppable Force\r\nDdonger and his empire only care about the pinnacle of strength and becoming the apex of power. Strength is the only answer; everything else is weak against the power they control. He awakened after a long 3000 year slumber from the end of the Last Dragon War stating the other dragons are too weak for his assistance. Feeling the shift of power from above and 9 Red Dragons trying to steal his thunder from the strongest Dragon in Vansolis. No one fucks with his Title and rolls out to take back what is his.\r\n-----------------------------------------------\r\nClerical Alignments\r\nNeutral\r\nChaotic Neutral\r\n----------------------------------\r\nOrigin: +3 to Str or Con\r\n\r\nSkills: Intimidate(Str) and Athletics\r\n\r\nStarting Locations: Planes of Power\r\n-------------------------------------\r\n\r\nUnstoppable Force: As a bonus action on your turn, you can use the dash action. If you use all of your movement, you may make a special attack. This attack deals 3d8+your Strength modifier Primal damage. If you possess the Charger feat, this deals 6d8+your Strength modifier Primal damage instead.\r\n\r\nPrimal Might: Whenever you deal melee damage of any type, you can convert it to primal damage three times per long rest.\r\n\r\nDdonger's Death Cradle: If you successfully mount or grapple a creature your Critical Mod is increased to 18-20 and the first attack is done at advantage. On a Critical you may do the a Rolling Cradle forcing the Creature to move in any direction up to 10 feet away from you dealing 3d8+your Constitution modifier Primal damage. If you possess the Grappler feat, this deals 6d8+your Constitution modifier Primal damage instead.\r\n\r\n(Dragon Vow) Crush The Weak: When you hit with a natural weapon, you can push the creature up to 15 feet, and then force the creature to make a Strength saving throw, on a failure the creature is knocked prone, on a success they remain standing. You can use this ability an amount of times equal to your proficiency mod, refreshing upon completing a long rest.\r\n\r\nApex Slam: If you hit with all your Dragon Vow attacks, you grapple them automatically and take your fall dmg instead of you.\r\n\r\nDdongers Monk: your unarmed strikes are 2d8+strenght mod.\r\n\r\nYou have strenght beyond normal things.\r\n\r\nadditional hp from Ddonger.\r\n=========================================\r\nHOMEBREW 4 ELEMENTS\r\nWay of the Four Elements\r\n\r\nYou follow a monastic tradition that teaches you to harness the elemental spirits. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your spiritual self, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.\r\nMany monks of this tradition name their spirits with representations of their ki powers, commonly imagined as dragons, but also as phoenixes, animals, plants, knights, or even a muscle bound version of themselves.\r\n\r\nLV 3\r\n======================\r\nWay of the Spirits\r\nWhen you select this tradition you can choose the following Elemental spirits (you can name the spirit whatever you want).You can change your Elemental choice whenever you gain a level in this class.\r\n-------------------------------------------\r\n\r\nWay of Fire: As a bonus action you may expend 1 ki point to engulf your fist in flames adding 1 additional Martial arts die of fire damage. This effect lasts for one minute. (At level 6 you may spend 1 ki more for an additional Martial arts die of fire damage, At level 12 you may spend 1ki more for additional Martial arts die of fire damage.)\r\n\r\nWay of Water: As a bonus action you may expend 1 ki points to engulf yourself as well up to 1 ki point per ally up to 10 feet to give each target a frigid armor. You and allies gain stackable temp hp based off double the ki points expended plus half you monk level this way. You can use this up to 3 times per combat.\r\n\r\n\r\nWay of Earth: As a bonus action you can spend 1 ki point to summon your Earth spirit to attack giving you an attack range up to 30 feet for one minute. You are proficient with it, and you add your Dexterity\/Strength\/Wisdom modifier to its attack and damage rolls. Its damage is Bludgeoning, Slashing, or Piercing, and damage die is based on the current Martial art dice, as shown in the Martial Arts column of the Monk table.\r\nWhen you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.\r\n\r\nWay of Lightning: As a bonus action you may expend 1 ki point to engulf your body with lightning.For the next minute your speed is increased by 10 feet. Whenever you move up to 15 feet up to the creature then make the attack action you may add 5 lightning damage to the damage roll. This damage is increased to 10 at LV 6, LV 12 for 15, and LV 16 for 20.\r\n\r\n==============================================\r\nElements Guide Us\r\nWhen you select an Elemental you Gain the following Martial Art Abilities of the Way you selected.\r\n--------------------------------------------------------------------------------\r\nFire Ability-\r\nCross Fire!!- As a reaction upon scoring a hit with this your unarmed attack you can spend 2 ki to gain a Martial dice+half your monk level to the damage roll as fire. Hitting hostile creatures in a 15 foot area around you with the total fire damage done this way. If it's on a critical hit the area is a 30 foot aoe instead.\r\n\r\nWater Ability:\r\nShielding Vibes!!:As a reaction to you or an ally getting hit by an attack by a hostile creature while having temp hp. You may spend 2 ki to give yourself and the ally +2 bonus to AC, including against the triggering attack, and you take no damage from magic missile until the start of your next turn.\r\n\r\nEarth Ability:\r\nEarth Shattering Fists!!: Upon landing multiple attacks on a single target, you can use your reaction by spending two ki points, and force the target to make a Con save DC of 8+ Wisdom Mod + Prof. If they fail, their AC is reduced by a number equal to your proficiency mod. This effect lasts until the end of your next turn. As a reaction to hitting all attacks on the attack action with you or your spirit. You may spend 2 ki to gain an additional Attack Action(This includes Extra Attack). If all attacks connect, the creature must make a con save dc of 8+ Wisdom Mod + Prof. If failed, reduce the Creature's AC based on your Proficiency till your next turn.\r\n\r\nLightning Ability:\r\nLightning Finger!!: As a reaction to an opportunity attack.on you. You may spend 2 ki to give that attack disadvantage. If the attack hits, gain 2 temp hp for every 10 feet of movement this turn. If the attack misses at the end of the movement shoot a bolt of lightning out of your finger at the enemy for retaliation. This counts as the Lightning Bolt Spell DC 8+Prof+ Wis Mod.\r\n\r\n====================================================\r\nLV 6\r\n====================================================\r\nElements Keep Guard\r\nThe Elemental spirit grants you benefits. The benefits are based on the Way of Elemental Spirit you chose for your Tradition.\r\n\r\nFire Guard: You gain Damage Reduction 4 to Fire and are able to handle Extreme heat environments. As well to walk on lava itself and swim in it up to your Current Movement Speed. You have Lava Breathing.\r\n\r\nWater Guard:You gain Damage Reduction 4 to cold and able to handle Extreme cold environments. As well to walk on water or gain a swim speed of your current Movement Speed. You have Water Breathing.\r\n\r\nEarth Guard: You gain Damage Reduction 4 to Bludgeoning, Slashing, and Piercing. You cannot be shoved prone or displaced. As well as you cannot be impeded on difficult terrain even if it is magical.\r\n\r\nLightning Guard: You gain Damage Reduction 4 to Lightning. You cannot be stopped while moving and your movement cannot be impeded. Your jump height is doubled.\r\n\r\nElemental Endurance\r\nThe Elements energizes you as you endure the wraths of elements you have chosen.\r\n\r\nFire Endurance: Whenever you take Fire damage from a Hostile creature you gain 1 Ki.This can only occur once per turn.\r\n\r\nWater Endurance: Whenever you take Cold damage from a Hostile creature you gain 1 Ki.This can only occur once per turn.\r\n\r\nEarth Endurance: Whenever you take Bludgeoning, Slashing, and Piercing damage from a hostile creature you gain 1 Ki. This can only occur once per turn.\r\n\r\nLightning Endurance: Whenever you take Lightning damage from a hostile creature. you gain 1 Ki.This can only occur once per turn.\r\n====================================================\r\nLV 11\r\n====================================================\r\n\r\nElemental Leyline\r\nThe Elemental spirit grants their full strength to you. The benefits are based on the Way of Elemental Spirit you chose for your Tradition.\r\n\r\nFire Leyline: When you have the Way of Fire Active your critical threshold becomes 17-20. As well your fire damage cannot be resisted.\r\n\r\nWater Leyline: While under you and your allies are under the effect of Way of Water you and your allies gain 1d8+ WIS mod healing at the start of their turn. While affected, allies gain a 1d8 Cold damage to the damage rolls. This cold damage cannot be resisted.\r\n\r\nEarth Leyline: While using the Way of Earth Spirit your attacks gain a +2 to hit and You may Apply\r\nStunning Strike when using Spirit Attacks. Your Slashing, Bludgeoning, and Piercing damage cannot be resisted.\r\n\r\nLightning Leyline: When you have the Way of Lightning add 1d8 Lightning Damage to your damage rolls. You heal for half of all Lightning Damage dealt by you on your turn. (This doesn\u2019t include reactions.). Your Lightning damage cannot be resisted.\r\n\r\n====================================================\r\nLV 17\r\n====================================================\r\nThe Avatar of the Elements\r\nThe Mastering all 4 ways you are granted the Avatar Spirit the master of all spirits.\r\n\r\nWay of the Avatar Spirit: As an action You can spend 17 ki points to connect with the Avatar Spirit to grant you their power. You have access to all the Elemental Ways, Abilities, Endurances, Guards, and Leylines this combat. As well gain 4 ki at the end of your turns and your damage goes through Immunities. This state lasts for 2 minutes. This ability can only be used once and refreshes on a long rest.\r\n===============================================\r\nWay of Mercy\r\n---------------------\r\nImplements of Mercy\r\nWhen you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.\r\n\r\nYou also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.\r\n\r\nHands of Healing\r\nAt 3rd level, your mystical touch can mend wounds. 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.\r\n\r\nWhen you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.\r\n\r\nHands of Harm\r\nAt 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.\r\n\r\nPhysician's Touch\r\nStarting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.\r\n\r\nWhen you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.\r\n\r\nWhen you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.\r\n\r\nFlurry of Healing and Harm\r\nStarting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.\r\n\r\nIn addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.\r\n\r\nHand of Ultimate Mercy\r\nBy 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\nFeats:\r\n\r\nAlert:\r\n\r\nCrusher:\r\nYou are practiced in the art of crushing your enemies, granting you the following benefits:\r\nIncrease your Strength or Constitution by 1, to a maximum of 20.\r\n\r\nOnce per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you\r\n.\r\nWhen you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.\r\n\r\nYou have studied languages and codes, gaining the following benefits:\r\n\r\nLinguist:\r\nIncrease your Intelligence score by 1, to a maximum of 20.\r\nYou learn three languages of your choice.\r\nYou can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.\r\n\r\nCelestial, Infernal\/Abyssal, Giant, Under common, Draconic.\r\n\r\nSkill Expert:\r\nYou have honed your proficiency with particular skills, granting you the following benefits:\r\n\r\nIncrease one ability score of your choice by 1, to a maximum of 20.\r\nYou gain proficiency in one skill of your choice. (Acrobatics)\r\nChoose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Athletics)\r\n===============================\r\nDdonger Grappler Feat:\r\nYou\u2019ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\r\n\r\nWhenever you successfully grapple a creature, you can choose to deal your Strength modifier in bludgeoning damage to it.\r\n\r\nYou can choose to use the grappled creature as a improvised weapon to deal damage to the grappled creature and the creature you are attacking.\r\n\r\nWhen a creature misses you with a melee weapon attack you can use your reaction to attempt to grapple the creature if you have a free hand to do so.\r\n\r\n--------------------\r\nAsura of Destruction\r\n\r\nIt is activated as a free action and this form lasts for X rounds; X is up to double your Proficiency mod; and  can be only done once per dungeon, Chapter, mission, major\/ void rp event; or hunt.\r\n\r\n>When in the activated state of the title, add an additional 1d6 Vorpal damage to the already existing damage die. Also; against void you add your level to damage.\r\n\r\n>You gain advantage on all attacks\r\n\r\n>You gain true sight.\r\n\r\n>All damage done in this state ignores any existing damage resistances.\r\n\r\n>In this state you have resistance to all elemental damage, including primal. \r\n\r\n>Whenever you land the first critical hit per round, you get an additional two attacks.\r\n\r\n>You are two sizes larger.\r\n\r\n>You gain a fly speed of 60ft.\r\n\r\n>At the end of this state you gain 5 points of Exhaustion and only healing from Ishtar; Mordred; Nyx; Znanyie; Caim\/Khyne; Tekken; Artemis; Solis; Hendrix; Taliisa; and Aquamaria Hunters removes 2 stacks of exhaustion.\r\n\r\nIron Drunker Title: Advantage on Con saves against Poison\r\n\r\nproficiency in persuasion due to a boon from haggling around","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"121,125717,123","class_features":"96277","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"203647","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"504413","world":""}