Monk
Base Class: Monk

Wielders of this fierce discipline are also known as Hamon users and where there is Darkness, evil, and death you will find a Hamon user fighting back.

Ripple Breathing

Overdrive. You can spend 1 Ki point to deal an extra 1d6 radiant damage with an unarmed strike. You may use this ability once per turn.

Zoom Punch. You can spend 1 Ki point to extend your reach with a melee weapon attack by 5 feet, dislocating the bones in your body and using the Ripple to numb the pain.

Healing Hamon. You can spend 2 Ki points as an action to cast cure wounds on yourself as a 1st level spell, using your Wisdom score as your spellcasting ability.

Water Walking

You spend 1 Ki point as a bonus action to wade through any body of water as though it were difficult terrain for 1 minute, submerged up to the middle of your calves. Walking across a separate body of water requires you to spend an additional Ki point. 

Overdrives

Metal Silver Overdrive. You can spend 1 Ki point to allow metallic weapons and weapons soaked in vegetable oil to use the effects of Ripple Breathing for 1 minute. Any weapon with which you are proficient counts as a monk weapon for the duration of this overdrive.

Rebuff Overdrive.  You can spent 1 Ki point as a bonus action to force the target of one of your unarmed strikes to make a Strength saving throw. If it fails, it is pushed up to 10 feet away from you and knocked prone. 

Scarlet Overdrive. You can spend 4 Ki points as a bonus action to gain resistance to cold damage and cause your unarmed strikes to deal fire damage for 1 minute. 

Improved Overdrives

Sunlight Yellow Overdrive. You can spend 3 Ki points to infuse a barrage of unarmed strikes with Ripple energy. Each of your unarmed strikes on this turn deals an extra 1d6 radiant damage. 

Turquoise Blue Overdrive. You can spend 1 Ki point to cause your unarmed strikes to have advantage while underwater for 1 minute. 

Deep Pass Overdrive. When you fail your 3rd death saving throw, you briefly regain consciousness and can touch another creature. For the next 24 hours hour, this creature gains all your remaining Ki points and the RIpple Breathing Feature. If they already have the Ripple Breathing Feature, the dice of their Ripple Breathing, Overdrives, and Sunlight Yellow Overdrives increase to 1d10 for 24 hours.

Forced Ripple Breathing

As an action, you can touch one humanoid, beast, or plant within 5 feet of you, and you expend 1 or 2 Ki points. This creature gains the benefits of Ripple Breathing until the end of that creatures next turn. This benefit includes a single ability you choose from the Ripple Breathing corresponding to the amount of Ki points you spent that the target may use once. When you take this action you may spend an additional Ki point to increase the duration by one round per Ki point, but you may not spend more Ki this way than your Wisdom Modifier. 

Ripple Mastery

As a bonus action on your turn, you can enter a stance that lowers the Ki point cost of one of the following abilities of your choice by 1: Overdrive, Zoom Punch, Metal Silver Overdrive, Rebuff Overdrive, Scarlet Overdrive, and Sunlight Yellow Overdrive, or Turquoise Blue Overdrive. 

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