Base Class: Monk
The Ripple is an energy identical to the Sun's rays, which the body can produce through controlled breathing, having the effect of producing ripples of energy propagating from the bloodstream to the rest of the body and other objects in contact with it. The Ripple manifests itself as electricity-like sparks.
Hamon Breathing Technique
Upon choosing this Monastic Tradition at 3rd level, you gain access to the mystical ability known as "Hamon." In order to harness Hamon effectively, the user requires courage, steady breathing, and ki. Basic mastery of Hamon energy is vital for all other Hamon based abilities.
As a bonus action, you may spend a ki point in order to activate hamon breathing. This has the following effects:
- Whenever you attack with an unarmed strike, you deal additional damage equal to your Martial Arts die roll. This damage counts as radiant damage. However much damage this does, it is always doubled on undead foes.
- If you take damage while harnessing Hamon, you must make a CON saving throw of DC 10 or half the damage you took, whatever is higher.
- You cannot cast spells while harnessing Hamon.
- You must have Hamon breathing active to use all other Hamon based abilities.
- You may stop using this ability as a free action.
Sendō
When using your Hamon breathing technique, You are able to send the ripple through various things. various things conduct Hamon differently, but biomatter conducts it the best. Any biomatter with Hamon coursing through it is attracted to other pieces of biomatter so long as they are touching. Fluid can also hold Hamon. Other things such as metal or stone can conduct it, but they don't hold it.
- As a bonus action, you may infuse a fully wooden weapon, such as a club, quarterstaff or greatclub with Hamon ripples for a number of turns equal to your Wisdom modifier. This allows you to do Hamon damage with weapons.
- As an action, you may send Hamon through any form of biomatter, including food and various beverages. For instance, one might turn a noodle into a dart, or wine into a deadly razor cutter by spitting it between the teeth. For a number of turns equal to your wisdom modifier, it is a monk weapon and deals Hamon damage on top of its normal weapon. It may be melee or ranged. The transformation into a weapon takes place on the same action as the attack. You and your DM should decide what type of damage the attack does.
- As an action, you may send Hamon through a variety of things. The properties function as stated above.
Ripple Overdrive
An overdrive is a special type of attack that can do extra damage to the target, not unlike a smite. There are several types of overdrives, each detailed here.
At 3rd level, when you choose this monastic tradition, you may use the Sunlight Yellow Overdrive and the Metal Silver overdrive. You may choose another overdrive at 6th and 11th levels.
Metal Silver Overdrive
Metal conducts hamon but cannot hold it. Naturally, this can be utilized in combat. When you hit with a metal melee weapon, you may spend a ki point to send hamon through it, which does 2d8 radiant damage, plus 1d8 for every additional ki point you choose to spend.
Scarlet Overdrive
Charging Hamon into one hand, you can create a Ripple of flame. When you hit with an unarmed strike, you may spend 2 ki points to do an additional 3d8 fire damage plus 1d8 for every additional ki point you choose to spend. If you hit something flammable with this attack, just so long as it is not being worn or carried by you opponent, it catches fire.
Sunlight Yellow Overdrive
A Sunlight Yellow Overdrive is extra damage added to a normal flurry of blows. To use this you must be using unarmed strikes or ripple-infused weapons. For an extra ki point on top of the normal one required for flurry of blows, you may add 2d8 radiant damage to the the total damage of the flurry of blows, provided at least two of the attacks hit.
Tornado Overdrive
You can channel Hamon unto the lower half of your body and spin, creating a whirlwind that propels you through the air. From here, you would aim towards your target and essentially dive bomb them in a spinning motion, much like a drill. Immediately before you take an attack action, you may spend 2 ki points. If you do, you gain a temporary flying speed of 10 ft. this increases by five for every additional ki point you choose to spend. On hit, your attack deals 2d8 radiant damage in addition to the normal damage and hamon damage.
Turquoise Blue Overdrive
As the ripple conducts through any fluid incredibly well, you can infuse a fluid with hamon in order to make a ranged overdrive attack. This works if you are underwater or touching water, and also works if you are holding a flask of fluid. You may spend 2 ki points to make a ranged attack with range 60. It deals 2d8 radiant damage plus 1d8 for every additional ki point you choose to spend and pushes the target back 5 ft on hit.
Zoom Punch
While channeling Hamon, you can launch your fist forward and strike your opponent via an elongated arm. This attack involves a Hamon 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.
You can extend your arms to reach opponents further away. Your melee range is permanently increased by 5 ft.
Ripple Healing
At 6th level, you gain the ability to heal yourself and others. As an action, you can heal a number of hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Ripple Hypnosis
Beginning at 11th level, you can hypnotize people by using the Ripple on them. As an action, you may spend 4 ki points to cast the spell dominate person At range of Touch. The hypnotized person will act according to the user's demands and be stronger than an ordinary being, being imbued with the Ripple. Any unarmed attack they make will have ripple damage. A Ripple Master can also extract forgotten memories using this technique.
Deep Pass Overdrive
At 17th level, you gain complete control over life energy. As an action, you may spend 10 ki points to infuse another person with your life energy for as long as you'd like. When they are first placed under the effects of this, their hp heals completely. In addition, they add your wisdom modifier to any attack, ability check, or saving throw they make. All attacks from the Ripple infused character also do an extra 2d8 radiant damage.
You may reverse this effect at any time by touching the person and transferring your life energy back.
While using this ability, you cannot use your Ripple Overdrive, Zoom Punch, Ripple Healing, or Ripple Hypnosis abilities.







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