So, now it's time for your Starting Benefits. As a Full Human, you gain
two benefits. These Benefits can and will affect you, and can possibly change the story in various ways. Vote as a plan, and remember to choose wisely.
A Mind of Mercury - If you have already used your Reaction, and you wish to use a Reaction, you may spend 1 Ki Point to do so.
Against Dark Dungeons - You gain Resistance against any damage Undead or Fiends deal to you. You roll with Advantage against any D20 Tests caused by a trap.
An Insight Beyond Insight - You roll all Insight Checks with Advantage, and can never be given Disadvantage on them.
Ascetic Priestess - You gain 2 more Level 1 spells, and a level 2 spell. You may cast them once for free, and may use Spell Slots to cast them normally.
By The Light of Her Moon - As long as you are on decent terms with Selune, you gain the following benefits
- You regain 1D3 Focus Point and Monk Level worth of HP at the start of your turn, as long as the moon is in the night sky.
- You gain Resistance to Lightning and Radiance Damage
- You gain Truesight and Blindsight up to 30 feet.
By The Blood of His Son - As long as you maintain the belief that Jesus dies on the cross to save you from your sins, and resurrected on the third day, you gain the following benefits:
- You cannot be Charmed or Frightened.
- You gain Resistance to Psychic and Fire Damage.
- You gain Proficiency and Expertise in Persuasion.
Coexistence Through The Abyss - You are one of the very few who've gotten sucked through the Abyss, and made it back. Or more specifically, sent back. Your crisis of faith has been resolved, and now turned into a new resolve and mission. You gain 4 Starting Blessings of the DM's choice, as well as a couple of Feats. But for many people in many places,
they will do everything in their power to kill you.
Do No Harm - Your Hand of Healing now does two rolls of your Martial Die plus Wisdom, instead of one.
Do All Harm - Your Hand of Harm is no longer once per turn. The first use of it requires no Focus Points
Fast Learner - You gain your Level 6 Warrior of Mercy ability now, the Level 11 ability at level 6, and the level 17 ability at level 11.
Gifts From Faerun - You gain a Ring of Defense, A Cloak of Defense, and Bracers of Defense.
Holy Reservoir - If you could cast a Cleric Spell with a Spell Slot, you may use Focus Point instead, equal to twice the Spell Level of the Spell being cast.
Ioun Saint - You gain 4 random Ioun Stones. Ioun Stones count together as one Attunement
Like the Wind - You may use Step of the Wind as part of any other Bonus Action you perform
Like the Elements - Your Unarmed Strikes may deal damage to a certain element. That element is determined at Random when this Benefit is chosen. Your Unarmed Strikes gain +10 Range
Like the Shadows - You can teleport through Dim Light or Darkness, up to 60 feet, as a Bonus Action
Sheer Wind Strikes - Your Unarmed Strikes gain the Graze property.
Tattooed Monk - You gain 3 Tattoos now, and 1 more every even Level. This Tattoos provide benefits. (A Subvote will commence)
[] Choose Two, as a Plan