Way of Mercy
Way of Mercy monks learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt, however, to those beyond their help - whether ailing or evil - they bring a swift end as an act of mercy.
Meditation Pool
At 3rd level, 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 discipline points rounded down. You can use these dice to fuel your abilities from this subclass.
As a free action, you can spend 1 discipline point to replenish a spent die from your pool.
Hands of Healing and Hands of Harm
At 3rd level, you have gained the ability to manipulate the life force of other creatures. You gain the following abilities:
Hands of Healing. As an action, you can spend 1 die from your meditation pool 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. As an action, you can make one unarmed strike against a creature. When you hit a creature this way, you can spend 1 die from your meditation pool to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier.
When you use Flurry of Blows, you can replace one of the attacks with either Hands of Healing or Hands of Harm without spending a die from your meditation pool. You can replace both of the attacks with Hands of Healing or Hands of Harm, but you must spend 1 die from your meditation pool to do so.
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 and Hand of Pain
At 11th level, you have further improved your skill at life manipulation. You gain the following abilities:
Hand of Mercy. 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 short or long rest.
Hand of Pain. 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 and Hand of Ultimate Suffering
At 17th level, you have mastered tha art of manipulating the life force of other creatures. You gain the following abilities:
Hand of Ultimate Salvation. Whenever you use Hands of Healing, you roll an extra martial arts die to determine how many hit points a creature restores. You can also spend extra dice from your meditation pool when you heal a target with Hands of Healing, rolling an additional martial arts die of healing per extra die spent from your meditation pool.
Additionally, you can also choose to cast Hand of Mercy over the course of an hour, and only spend 3 dice from your meditation pool. This feature can be used multiple times per short or long rest, as long as you have dice in your meditation pool to use it.
Hand of Ultimate Suffering. You roll an extra martial arts die for damage when you use hands of harm.