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 knows 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.

By expending 1 ki point, you can infuse your unarmed strikes with the flowing energy of 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 may also choose to infuse a conductor of hamon with the energy. If a creature touches or otherwise makes contact with the infused item, they take 1d6 Radiant damage. Undead creatures take an additional amount of damage equal to your Martial Arts die. These are some items that are conductors of Hamon.

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

You gain additional access to the following features:

Hamon Healing.  You can expend 1 ki point to infuse any creature of your choice that you can touch (with the exception of Undead) with Hamon energy. That creature regains hit points equal to a roll from your Martial Arts Die + your Wisdom Modifier. You can expend additional ki points to add to the amount of healing dice.

Zoom Punch.  By expending 1 ki point, you dislodge your joints and artificially stretch your muscles with the magic of the ripple. Your attack range for your next unarmed strike or weapon attack increases to 10 feet.

Ripple Cutter. By expending 1 ki point, you spit a glob of liquid from your mouth, shaping it into circular blades with Hamon. Make a ranged spell attack with a range of 30 feet. On a hit, the target takes radiant damage equal to your Martial Arts Die + your Dexterity modifier.

If you cannot breathe properly, you can't use Hamon features. While grappled, restrainedfrightened, or if you have any levels of exhaustion, you lose all Hamon features.

Deep Breath

At level 3, you have learned a powerful breathing technique that keeps your ki in check. When you have 0 ki points, you may regain 1 ki point as an action. You may use this feature a number of times equal to half of your Proficiency Bonus rounded up (minimum of 1), and you regain all uses of it when you finish a long rest.

Overdrive Techniques

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 3d4 fire damage. You can spend additional ki points for additional dice. Any flammable objects that are struck with this attack immediately catch on fire.

  • 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 3d4 radiant damage. You can spend additional Ki points for additional damage dice.

  • Turquoise Blue Overdrive. Your Hamon glows a brilliant blue and roars like an incredible tempest. As an action, youmay spend 3 ki points to create turquoise Hamon and make a ranged attack that equals your Martial Arts die and 3d4 force damage. If the attack hits, the enemy is pushed back 10 feet. You can spend additional Ki points for additional d4s and push the enemy back 5 feet farther.

  • 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 Radiant damage. This overdrive cannot be used again until you take a long or short rest.

  • Indigo Blue Overdrive. Your Hamon trembles with the roaring indigo of a hurricane. By expending 3 Ki points, you channel a massive amount of Hamon fist before striking the ground. All creatures in a 15-foot radius must attempt a Dexterity saving throw. On a failure, they take radiant damage equal to 4d4 + your Wisdom modifier, or half as much on a success. Nevertheless, the creatures are knocked prone.
     
  • Sunset Orange Overdrive. Your Hamon shimmers with the radiant glow of dawn. By expending 5 Ki points, you fire a beam of brilliant orange Hamon. Make a ranged spell attack with a 60 ft. line range. On a hit, creatures take radiant damage equal to 8d4 + your proficiency bonus. This radiant damage ignores resistances.

Hamon Expert

You begin to naturally exert Hamon Energy through your veins. You gain the following features once you reach 11th level:

  • You can permanently walk on liquids that conduct Hamon.
  • For liquids that conduct Hamon, you easily climb structures that have these liquids flowing down them. This climb speed equals 15 ft.
  • Your unarmed strikes which are infused with Hamon deal an additional 2d12 radiant damage.
  • You gain advantage on saving throws against being grappled or restrained.
  • Your Hamon can travel through solid objects. This object can be anything, such as a stone wall or a barrier of ice. This object can be no thicker than 10 feet. By expending 2 Ki points, you can use any action involving Hamon, such as Hamon-Infused Unarmed Strikes or Overdrive through this object. The damage from the action can now affect objects and creatures on the other side of the object, without damaging it.

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 a 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).

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.

You may choose to expend all of your ki points and drop to 0 hit points and give the creature the following permanently:

  • The target gains 3d8 additional maximum hit points and three hit dice that are d8s.
  • Access to the Hamon, Deep Breath, 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.

Each tie you use this ability, you lose access to 2 of your total Ki points permanently.

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