Base Class: Monk
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Hamon Breathing Technique
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.
- While using Hammon Breathing You have 20 ft of blindsight
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 Overdrives with each of your attacks as long as you are under the effects of Hammon Breathing, unless specified otherwise.
You start with access to the Scarlet Overdrive and the Metal Silver overdrive. You may choose 2 more overdrive at 6th and 11th levels, you may swap out an overdrive for another one during a short rest, Except for Indigo Blue Overdrive and Thousand-Color Overdrive. At 17th level you gain access to Indigo Blue Overdrive and Thousand-Color Overdrive.
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 1 or more ki point to send hamon through it, which does radiant damage equal to 2 rolls of your martial arts die, plus an additional die 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 or more ki points to do additional fire damage equal to 3 rolls of your martial arts die, plus an additional die 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 damage of each hit in the flurry of blows, provided at least two of the attacks hit. If the target is undead, then the radiant damage increases to 8d8.
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 or more ki points. If you do, you gain a temporary flying speed of 10 ft. this increases by 5 ft for every additional ki point you choose to spend. On hit, your attack deals radiant damage equal to 2 rolls of your martial arts die, 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 and your target are underwater(or another liquid) or both touching water (or another liquid), You may spend 2 or more ki points to make a ranged attack with range 60. It deals 2d10 radiant damage plus 1d6 for every additional ki point you choose to spend and pushes the target back 5 ft on hit.
Sendō Ripple Overdrive
The user charges Ripple energy through their arm and releases it into a solid object, such as a wall or partition. The Ripple travels through the object until it reaches the other side. You may spend 4 ki points to send Ripple energy through a solid object, the Ripple energy will travel through that object creating a spiral arc reaching 10ft on the other side. Any creature within 10ft of the output side of the object must Succeed a DC16 DEX save or take 4d12 Radiant damage.
Indigo Blue Overdrive
Hammon can travel through almost anything including the very earth. As an action, you may spend 5 or more ki points to send a pulse of Hammon through the ground, this pulse radiates in a 10 ft circle centered on the user, the radius increases by 5 ft for each extra ki point spent. Any undead in the radius must make a DC21 Con Save, on a failed save they take radiant damage equal to X rolls of your martial arts dice (where X is your monk level), and half as much on a sucess.
Thousand-Color Overdrive
A truly gifted hammon user can channel hammon from just about anywhere, You are no exception. As an action, you may spend 10 or more ki points to create a dome of hammon by channeling hammon from all organic matter around you. This dome has a 30 ft radius centered on you, it lasts for 1 minute plus another minute for every 2 extra ki points spent to use it. Any undead that enter the dome are instantly vaporized, any undead within the dome when it is created are pushed to the nearest unoccupied space outside the dome.
Indigo Blue Overdrive
Hammon can travel through almost anything including the very earth. As an action, you may spend 5 or more ki points to send a pulse of Hammon through the ground, this pulse radiates in a 10 ft circle centered on the user, the radius increases by 5 ft for each extra ki point spent. Any undead in the radius must make a DC21 Con Save, on a failed save they take radiant damage equal to X rolls of your martial arts dice (where X is your monk level), and half as much on a sucess.
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 1 or more ki point to send hamon through it, which does radiant damage equal to 2 rolls of your martial arts die, plus an additional die 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 or more ki points to do additional fire damage equal to 3 rolls of your martial arts die, plus an additional die 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.
Sendō Ripple Overdrive
The user charges Ripple energy through their arm and releases it into a solid object, such as a wall or partition. The Ripple travels through the object until it reaches the other side. You may spend 4 ki points to send Ripple energy through a solid object, the Ripple energy will travel through that object creating a spiral arc reaching 10ft on the other side. Any creature within 10ft of the output side of the object must Succeed a DC16 DEX save or take 4d12 Radiant damage.
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 damage of each hit in the flurry of blows, provided at least two of the attacks hit. If the target is undead, then the radiant damage increases to 8d8.
Thousand-Color Overdrive
A truly gifted hammon user can channel hammon from just about anywhere, You are no exception. As an action, you may spend 10 or more ki points to create a dome of hammon by channeling hammon from all organic matter around you. This dome has a 30 ft radius centered on you, it lasts for 1 minute plus another minute for every 2 extra ki points spent to use it. Any undead that enter the dome are instantly vaporized, any undead within the dome when it is created are pushed to the nearest unoccupied space outside the dome.
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 or more ki points. If you do, you gain a temporary flying speed of 10 ft. this increases by 5 ft for every additional ki point you choose to spend. On hit, your attack deals radiant damage equal to 2 rolls of your martial arts die, 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 and your target are underwater(or another liquid) or both touching water (or another liquid), You may spend 2 or more ki points to make a ranged attack with range 60. It deals 2d10 radiant damage plus 1d6 for every additional ki point you choose to spend and pushes the target back 5 ft on hit.
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.
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 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. When you do this you gain the incapacitated status effect.
You may reverse this effect at any time by touching the person and transferring your life energy back.
Previous Versions
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2/8/2025 11:30:00 PM
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2/8/2025 11:34:48 PM
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