Disciple of Mending

Disciples of mending take the ideas of mind over body to the extreme, stitching the physical forms of others and themselves back together with pure mental energy.  

Disciple of Mending Manifestations

You can choose from the list of mending manifestations, as well as psion manifestations, when you prepare manifestations  

Soothing Psionics

At 1st level, you can force a creature's wounds to disappear with calming psionic energy.   Whenever you manifest a power of 1st level or higher to restore hit points to a creature, you can spend additional psi points, up to your Intelligence modifier so long as it does not surpass your psi limit. If you do, that power restores an additional number of hit points equal to the additional psi points spent.   At 10th level, the creature instead regains additional hit points equal to twice the number of additional psi points spent.  

Split Healing

Also at 1st level, you have learned to channel your power across multiple creatures.   Whenever you manifest a power of 1st level or higher to restore hit points to a creature, so long as it has a range of touch, you may target two creatures rather than one, restoring half the hit points rounded down to each.  

Renewal

Beginning at 6th level, you can cause a creature's mind to bring their body into a stable state.   As an action, you can expend 2 psi points per rolled death saving throw of a creature you touch to give them hit points equal to your Intelligence modifier.  

Strength of Body

Starting at 10th level, you cause the mind's of creatures to fortify their bodies from injury.   Whenever you manifest a power of 1st level or higher to restore hit points to a creature, that creature gains a +1 bonus to AC until the start of your next turn.  

Strength of Mind

Beginning when you reach 14th level, your mind lets out waves of energy that strengthen those around you when you aid them.   Whenever you manifest a power of 1st level or higher to restore hit points to a creature, that creature gains abonus to each of their saving throws equal to one half your Intelligence modifier, rounded down (Minimum 1).  

Equilibrium of Body and Mind

Starting when you reach 18th level, you are able to precisely control the energies of your mind enough to restore just enough strength to someone.   Whenever you roll one or more dice to restore hit points with a power, any die that results under the average becomes the average instead. For example, instead if you roll under a 2 on a d4, it becomes 2 instead.  

Destiny of the Strong

At 20th level, you have unlocked the secrets of life and death and can control them at a whim. As an action, you can touch a creature that has been dead for no longer than 1 month and spend 15 psi points. This neutralizes any Poisons and cures both normal and magical Diseases afflicting the creature when it died. This ability does not remove curses and if such an effect is not removed prior to use of this ability, they afflict the target on its return to life. This effect closes all mortal wounds and restores any missing body parts, as well as restoring any skin, flesh, or bone that has rotted or gone missing while removing any rot still there.   If the target's soul is unwilling to return, they get a -4 penalty to all attack rolls, saving throws, and ability checks. This penalty goes away after the target takes a long rest. If the target's soul is trapped or unable to return, you may make an Intelligence (Psionics) check contested by a Wisdom saving throw by the creature keeping their soul trapped, or a DC set by the DM otherwise.   The target is restored to life with all of their hit points, and gains any effects from your Psion abilities as though you had manifested a power that restores hit points to them. In addition, they regain up to 7 levels of spell slots, or up to 7 psi points, in any combination of their choice.   You cannot use this ability again until you finish a short or long rest.

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