Monk: Order of the Eclipse
The Order of the Eclipse is an extremely disciplined group of people that devote their mind, body, and soul to the Three Faced God. They envelop all aspects of the god in their training, using their left hand for destruction, their right hand for healing, and their minds for meditation.
Meditation Pool
You get a pool of dice, with the dice being equal to your martial arts die and the number of dice being equal to half your ki points rounded down. You can use these dice to fuel your abilities from this subclass.
As a free action, you can spend 1 ki point to replenish a spent die from your pool.
Hands of Healing
At 3rd level, a touch from your right hand can mend wounds. As an action, you can spend 1 die to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
Hands of Harm
At 3rd level, you use your left hand to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 die 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.
When you use flurry of blows, you can use either Hands of Healing or Hands of Harm without spending a die. If you choose Hands of Healing, you can replace one or both of the unarmed strikes with Hands of Healing, provided you use it on two different targets.
Disciplined
Starting at 6th level, you can administer even greater cures with your right hand, and if you feel it's necessary, you can use your knowledge to cause even greater harm with your left.
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.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the start of your next turn.
Hand of Mercy
By 11th 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 dice from your meditation pool. 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, petrified, and stunned. The creature does not regain any lost limbs, and if the body is destroyed the revive fails.
Once you use this feature, you can't use it again until you finish a long rest.
Hand of Pain
At 11th level, when you use Hands of Harm on a creature, instead of applying the poisoned condition, you can infect the creature with a disease of your creation by spending 3 dice. The target suffers poison damage equal to one roll of your martial arts die at the start of each of its turns. This lasts for three rounds.
Hand of Ultimate Salvation
At 17th level, whenever you use hands of healing, you roll an extra martial arts die to determine how much health a creature gets back. You can also add extra dice by spending dice from your pool equal to the extra amount of martial arts die rolled.
Additionally, you can instead choose to cast Hand of Mercy over the course of an hour, and only spend 3 dice. This feature can also now be used as long as you have sufficient dice in your pool.
Hand of Ultimate Suffering
At 17th level, you roll an extra martial arts die for damage when you use hands of harm.
Additionally, when you flurry of blows, you can make one of the unarmed strikes use hands of healing and the other one use hands of harm.