Base Class: Monk
.
Hamon Abilitys
Starting when you choose this tradition at 3rd level, you can Use one of these actions using your Hamon Energy
- You enhance your fists or feet with Hamon Energy using 1 Ki points. Hamon enegry is lethal to Undead creatures and if used enough can melt them this damage doubbles on Undead creatures that have a challange score lower than 3 and do +4 fire damage every round for 3 rounds For every extra ki point sped the duration of the fire damage increases for 1 round and you deal + 1d 4 radiant damage if cast at level 5 its automaticly already on 2d4 and on level 8 3d4 on level 12 4d4 and on 16 5d4
- You can use 2 Ki Points to unleash Hamon Energy to Manipulate alot of things because Hamon Energy is Life Energy and you can send it into everything but it will have diffrent effects if a thing has alot of water in it or is a living being the effects are greater than sending it into Steel who will just conduct it and cover it with the energy.
- You can grand Someone you Touch Hamon Energy by spending at least 1 Ki Points for each additional Ki Point Spend 1d6 healing you can also overheal and give someone temporary hit points who last infinitly until they are all lost. At level 5 its 2d4 at 8 4d4, 12 6d4 16 8d4
Calmed Breathing
At 6th level, you gain the ability to calm your breathing. As an action, you can regain ki points equal to your monk level. You must finish a long rest before you can use this feature again.
Hamon Affinity
Beginning at 11th level, you can cast every Ability that you learned from level 3 once for free without spending ki points you can use this feature again after a short rest
Lethal Shocks
At 17th level, you gain the ability to set up lethal Hamon Energy in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these Energy Poles, which last for a number of days equal to your monk level. The Energy Is harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 radiant damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the Energy harmlessly without using an action.
Comments