Monk
Base Class: Monk

Through generations of studying, the ancient Hamon monks have figured out how to use ki to reconstruct their lungs and blood flow through self-controlled respiration, a trained Hamon monk can produce large amounts of energy manifesting as ripples throughout the body and identical to the energy of the sun known as Hamon ki, making them become the ultimate ban to evil.  

Monastic Tradition.way of the Hamon

Starting when you choose this tradition at 3rd level, you add radiant damage to all unarmed attacks made by your character.

Sunlight yellow overdrive

At level 3 whenever you hit a creature with one of the attacks from your Flurry of Blows, you can choose one of the following effects:

*It must succeed on a Dexterity saving throw or be knocked prone.

* When you hit a creature with an unarmed strike, you deal extra radiant damage equal to one d4 roll. If the creature is incapacitated or poisoned, the creature takes radiant damage equal to 3d4 instead. 

Forced Hamon ki breathing

At level 3 as an action, you can hit (non violently) a target of your choosing in the gut with one of your fingers, allowing you to reach the diaphragm (a vital ki point to Hamon monks) and rearrange it to momentarily be able to produce Hamon ki. The target must succeed at a Constitution save of 9 to gain the benefits of this technique. This momentary power gain can be used for one of the following:

A)the target can take a bonus action to gain 1d12 temporary hit points

B)they gain advantage on their next saving throw or check

These effects do not have to be used immediately, but can not be used after 1 hour of using this technique. This feature cannot be used on yourself and can only be used 1+monk level amount of times before needing a long rest to recharge

Specialized overdrives

At level 6, the Hamon monk can choose one of the following specialized overdrives. 

These features can only be activated by spending 2 ki points and only be used once per turn as an action

*Scarlet red Overdrive

Charging the ki into one hand and infusing it with fire from the surrounding landscape, the Hamon monk can create a Ripple of flame across their hand controlling the flame with ki so that it does not harm themself and only the evil they are facing. This feature is treated as a melee attack, and deals 4d6 Fire Damage on a successful hit. It requires a source of flame within range such as lit torches. Additionally, the affected target must succeed a Constitution save of 8+monks Proficiency Bonus or catch fire, taking 1d4 fire damage for its next two turns or until they are extinguished by water, etc.

*Turquoise Blue Overdrive

a Hamon monk can release high powered tempests while underwater using ki, with enough force to blast enemies away. In most cases, a good portion of the water is propelled outward as well. This feature requires the monk to be inside a body of water or other liquid. They do not need to be submerged, just at least standing in it. This feature uses Constitution as it's attack modifier and is measured against the target's own Constitution Save. Upon a failed save, the target is blasted back 15 feet by powerful water blasts taking 2d10 cold damage upon a successful hit. The target can take additional damage upon being slammed into objects and buildings (the amount of damage is left to DM discretion).

*Metal Silver Overdrive

The ability of transferring ki through metal. Using this Overdrive allows the Hamon monk to charge Ripple through any metal weapon or tool they are holding. This feature takes one action to use. This intense energy adds an additional 1d4+1 radiant damage to the weapon's current damage temporarily (2d4+1 if the weapon is used on undead). the charge of the weapon only last for 1 hour and the weapon now counts as magical for the use of overcoming resistances.

 

 

Hamon attraction

Beginning at 11th level, as a bonus action, you can spend one ki point and make a wisdom save of 9 to concentrate your ki and let it ripple outwards from you to attract any number of small objects(or one object under the weight of 6lbs)of your choice within a 5-meter radius of you and if you chose to stick them together like glue. 

This feature can be used in a number of ways such as taking some keys from a guard in order to escape jail or make a hang glider out of leaves to get your party to fly to safety from an approaching swarm of monsters, I implore you to get creative with this feature  

Deep pass overdrive

At 11th level, right before death(on their last death save), a Hamon monk can transfer all their life energy into a target within a 30-meter radius. Using this feature, the target's ability scores increase by half the ability modifier of the Hamon monk and the target slightly glows for an hour after the effect activates. Increasing ability scores in this manner allows them to go beyond 20. This rapid loss of life energy naturally changes the monk's physical appearance, causing their skin to thin and wrinkle as well as their hair to turn white, as if greatly aged.

The user then automatically dies after this feature is used. A Hamon monk can still be brought back to life (via resurrection spell, or similar means) the revived Hamon monk  will have their ability scores decreased by whatever number their target got there’s increased 

 

Hamon mastery

At 17th level, you have mastered the basic art of Hamon ki and will now choose a master path to use your skills in. you can only choose one path

>Master path of the spin

 At 17th level, you can craft 2 steel balls for 50 GP of steel with jeweler’s, smith’s, or tinker’s tools. You gain proficiency in one of the aforementioned tools and steel balls. While wielding steel balls, your unarmed attacks can be made as ranged attacks+3 per ball and have a range up to 10 feet. Upon a successful attack flip a coin to see if the steel balls return to your hands or ricochet off the target and hit the nearest enemy counting as a bonus attack. In the hands of non-proficient creatures, they act as standard ranged improvised weapons.

>At 19th level, you master the deadliest Spin technique, the golden spin. You must spend 2 full turn actions (you can not do anything else while building up spin) while within 5 feet of a creature building up Spin. If you take damage, you must succeed in a concentration check. Then, as an action on your third turn, you must succeed a DC 13+your target’s Constitution modifier Dexterity or intelligence saving throw. On a success, they are killed instantly. On a failure, their hit point maximum is halved until they finish a long rest.

>Master path of the aquario

At 17th level as an action you can spend 1 ki points to use this bubble attack, the User fires out a barrage of ki infused high-speed bubbles (from your body or from nearby water source i.e a jug or a lake). (If you choose a body you take one point of exhaustion) , as a ranged attack. When hit by this barrage, all creatures of your choice in a 15-foot cone take 2d12 Radiant + 2d8 slashing Damage (4d12 on undead targets).  

>At 19th level you master the deadliest aquario technique, golden room, you spend 8 ki points and create 10d4 bubble lenses (from your body or from nearby water sources i.e a jug or a lake). If you choose a body you take one point of exhaustion) that creates and magnifies sunlight in a 30-meter radius. Undead opponents take 1d10 radiant damage per bubble. Normal creatures must make a Constitution saving throw. On a failed throw the creature takes 1d6 fire damage per bubble. Anyone who enters, moves, or starts their turn inside the golden room must make a dex 18 check to not get targeted by the bubbles. This only harms characters of your choosing. Goldin room only lasts 1 hour

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