![]() Once you use this feature, you can't use it again until you finish a long rest. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. ![]() ![]() ![]() The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. Hand of Ultimate Mercyīy 17th level, your mastery of life energy opens the door to the ultimate mercy. You can still use Hands of Harm only once per turn. In 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. 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. Starting at 11th level, you can now mete out a flurry of comfort and hurt. 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. When 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. Starting 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. You can use this feature only once per turn. 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. Hands of HarmĪt 3rd level, you use your ki to inflict wounds. When 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. 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. Merciful MaskĪt 3rd level, your mystical touch can mend wounds. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. You also gain a special mask, which you often wear when using the features of this subclass. When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. Grab this stuff up, make sure you have some time on your hands, then go barricade your door and get to work.īy the way, be sure to send me your masks, I love seeing other people's take on this.Source: Tasha's Cauldron of Everything Implements of Mercy Hack saw (Or some other saw to cut through plastic A mask with a human face that is close to the proportions of your own Rivets (Look up "Rapid Rivets" on Amazon) Vegetable tanned leather (The thinner the easier) Here is what you'll need to accomplish that. The beaks of the masks would have been filled with aromatic herbs, this was designed to protect the wearer from putrid air, which at the time was thought to be the cause of infection. You then place it in the landscape position with the folded edge of the card at the bottom. A Black Death Plague doctor (Italian: Medico Della Peste, Dutch: Pestmeester, German: Pestarzt) was a special medical physician who saw those who had the plague. This piece of the card should be folded in half along the longest side of the rectangle. First, you take one of your A4 pieces of card. Now what kind of pseudoscience doctor doesn't have a creepy mask to ware while sticking on leeches and poking people with sticks while chanting? Guess you'l have to make one but you don't want a paper one that will crumple at the first infected's fevered thrashings, it's time to make one that will last. How Do You Make a Simple Plague Doctor's Mask For the Beak. Time to go get your mask on and go to purify the infected, oh wait, you don't have one. Looks like your town is infected with the plague.
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