| Implements of Mercy |
At 3rd level, you gain proficiency in the Insight and Medicine skills, and with the herbalism kit. You also gain a special mask, which you often wear when using this subclass. |
| Hands of Healing |
At 3rd level, you can mend wounds with a mystical touch. As an action, you can spend 1 ki point to restore hit points equal to your Martial Arts die + your Wisdom modifier. When you use Flurry of Blows, you can replace one attack with this healing without spending a ki point. |
| Hands of Harm |
At 3rd level, you can inflict wounds with ki. When you hit with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to your Martial Arts die + your Wisdom modifier. This can be used only once per turn. |
| Physician's Touch |
At 6th level, when using Hands of Healing, you can also cure one disease or end conditions (blinded, deafened, paralyzed, poisoned, or stunned). When using Hands of Harm, you can poison the target until the end of your next turn. |
| Flurry of Healing and Harm |
At 11th level, when using Flurry of Blows, you can replace each unarmed strike with Hands of Healing without spending ki points. You can also use Hands of Harm once per turn with Flurry of Blows without spending a ki point. |
| Hand of Ultimate Mercy |
At 17th level, you can revive a creature that has died within the past 24 hours. As an action, you touch the corpse and expend 5 ki points to restore it to life with 4d10 + your Wisdom modifier hit points. Any conditions (blinded, deafened, paralyzed, poisoned, or stunned) are removed. This can be used once per long rest. |