Monk
Base Class: Monk



" What is 'courage'? 'Courage' is knowing fear and making that fear your own! Losing your breath is fear! But when you control your fear, you can breathe regularly! Hamon breathing is the result of courage! Human praise is the praise of human courage! Human greatness is the greatness of human courage! " 

- William Antonio Zepelli.

The Way of Sendō is one not known by many monasteries, let alone practiced; only 1 in 1,000 know the secrets to the fighting style known as Sendō. The art of Sendō is one that focuses on ripples created through calm and collected breathing, manifesting an ability known as "Hamon", containing powers similar to the energy of the sun. Hamon masters usually use this art to either harm or heal, manifesting as yellow crackles of lightning or a soft multicolored glow, usually around their arms.

 

 

Hamon

Upon choosing this Monastic Tradition at 3rd level, whether a master has taught you, a stranger jabbed their little finger in your diaphragm, or it began to manifest, you gain access to the mystical ability known as "Hamon." Minor uses for Hamon could be holding a liquid within an upside-down container, hardening dead leaves to the toughness of cloth, or healing minor cuts. However, to use it to its fullest potential requires courage, steady breathing, and ki.

As a bonus action, you can spend 1 ki point to infuse your unarmed strikes or any conductive object with Hamon for a number of rounds equal to your Wisdom modifier + half your proficiency bonus (minimum of 1). Whenever you attack, you deal additional damage equal to your Martial Arts die roll. This damage counts as radiant damage. You can spend additional ki points for additional damage dice.

These are some items that are conductive to Hamon:

  • Living creatures (humanelfdwarf, animals, etc.)
  • Organic material (organs, hair, plants, cloth, etc.)
  • Liquids (water, oil, blood, etc.)

As an action, you can spend 1 ki point to heal another creature that you can touch. The amount of hit points healed is equal to your Martial Arts die roll. You can spend additional ki points for additional healing dice.

If you cannot breathe properly, you can't use Hamon features. While grappledrestrained, or frightened, you cannot control your breathing properly.

Zoom Punch

At 3rd level, as an action, you may spend 1 ki point to launch your fist forward and strike your opponent via an elongated arm. The attack involves a Ripple breathing technique that dislocates and stretches the joints to extend the arm and give it greater reach while also using the same Ripple to dull the pain caused by the move. Due to the increased length, the strike immediately reaches the opponent's face first, which from that perspective seems "zoomed in".

This feature acts as a +1 unarmed strike with +5 feet of reach. This increases to +2 and +10 feet at 11th level. This can be used a number of times equal to your Wisdom or Constitution modifier, regaining all uses at the end of a short rest.

 

Beginner Overdrives

Beginning at 6th level, your Hamon has become potent enough to harness different manifestations of it. You can use the following Overdrives:

Scarlet Overdrive
Your Hamon glows a brilliant red and crackles like an intense flame. As a bonus action, you may spend 3 ki points to create scarlet Hamon. Your next unarmed attack deals an additional 4d(Martial art size) fire damage. You can spend additional ki points for additional dices. Any flammable objects that are struck with this attack immediately catch on fire.
Turquoise Blue Overdrive
Your Hamon glows a brilliant blue and roars like an incredible tempest. As an action, you may spend 3 ki points to create turquoise Hamon and make a ranged attack that equals your Martial Arts die and 3d(Martial art size) force damage. If the attack hits, the enemy is pushed back 10 feet. You can spend additional ki point for additional d4s and push the enemy back 5 feet farther. The range of this attack is 15 feet times your wisdom modifier.
Metal Silver Overdrive
You conduct your Hamon to anything that seems metal and crackles with a silver shine. As a bonus action, you may spend 3 ki points to infuse whatever weapon you hold with Hamon. Your next Attack with that weapon deals an additional 4d(Martial art size) radiant damage. You can spend additional ki points for additional damage dice.
Sunlight Yellow Overdrive
Your Hamon shines a golden yellow, as bright as the sun itself. As an action, you may spend 4 ki points to make a devastating Attack, rolling 8 Martial Arts dice, the first 4 being regular unarmed attacks and the other 4 being used for radiant damage. You must take a short or long rest before using this Overdrive again.

 

Rippling Beat

The Ripple User charges a wave of hamon through their arm and releases it into a solid object, such as a wall or partition. The Ripple can travel through and reach anything on the other side, and anything hit by the Ripple is sent flying in a spiral 10 feet straight back from the charged object or building. This feature requires 1 Full Round to charge. Once charged, the Ripple User can make an unarmed attack against any surface. Once touched, the surface will send out a Ripple wave in a 15-foot radius damaging only the chosen targets of the Ripple User for 4d6 Radiant Damage.

Forced Breathing

Beginning at 11th level, you learn to pinpoint vital organs in a creature's respiratory system. You can use a bonus action to use stunning strike on the next unarmed strike you make without spending a ki point. However, if you spend 4 ki points to perform this action on a willing creature, they also have to make a Constitution saving throw to beat your ki save DC. If it fails, they take the damage rolled and are afflicted with the stunned condition. However, if it is successful, they temporarily have access to the Hamon feature for a number of rounds equal to your Wisdom modifier. They can perform the same actions and bonus actions as if they have the feature, with a reserve of points they can use equal to their Wisdom modifier (minimum of 1).

 

Channel Ripple

The beat of your Ripple is steady and strong. By allowing it to go through your feet into liquid, you can now walk on water/oil for 1 minute per Ki point spent. At 3 Ki points spent, you can bring one ally with you as you walk over the water. Additionally, you can add +5 to any climb check on a watery/oiled/slippery surface by spending 1 Ki point and climbing with your fingertips. The Strength of your Ripple can also now persist through liquid, primarily water and oil, up to ten feet from you, and deals the same damage as your martial arts die. This also pushes them 5 feet away from you if underwater. Channel Ripple Overdrive can be used twice per short rest and requires 3 Ki points.

Deep Pass Overdrive

At 17th level, you master the final technique of Hamon: the Deep Pass Overdrive, using it to transfer some of your own life energy into others. As an action, you may spend 5 ki points. The target regains 5d8 hit points. However, you take the number rolled as damage and age by 5 years. You may spend additional ki points for each additional Hit Die. For every additional ki point you spend, you age by an additional 5 years. You regain use of this feature after a long rest.

But, you may choose to expend all of your ki points and die to permanently give the target creature all of the following:

  • The target gain 3d8 additional maximum hit points and three hit dice that are d8s.
  • Access to the Hamon and Overdrive features.
  • A pool of ki points equal to the creature's Wisdom modifier (minimum of 1) that can be regained after a short or long rest.

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