Way of Sendō (5e Subclass)
From D&D Wiki
Way of Sendō
“ | What is 'courage'? 'Courage' is knowing fear and making that fear your own! Losing your breath is fear! But when you control your fear, you can breathe regularly! Hamon breathing is the result of courage! Human praise is the praise of human courage! Human greatness is the greatness of human courage!. | ” |
—William Antonio Zeppeli |
The Way of Sendō is one not known by many monasteries, let alone practiced; only 1 in 1,000 know the secrets to the fighting style known as Sendō. The art of Sendō is one that focuses on ripples created through calm and collected breathing, manifesting an ability known as "Hamon", containing powers similar to the energy of the sun. Hamon masters usually use this art to either harm or heal, manifesting as yellow crackles of lightning or a soft multicolored glow, usually around their arms.
Hamon
Will A. Zeppeli, demonstrating Hamon waves. (JoJo's Bizarre Adventure: Phantom Blood anime, Episode 4: Overdrive) |
Upon choosing this Monastic Tradition at 3rd level, whether a master has taught you, a stranger jabbed their little finger in your diaphragm, or it began to manifest, you gain access to the mystical ability known as "Hamon." Minor uses for Hamon could be holding a liquid within an upside down container, hardening dead leaves to the toughness of cloth, or healing minor cuts. However, to use it to its fullest potential requires courage, steady breathing, and ki.
As a bonus action, you can spend 1 ki point to infuse your unarmed strikes or any conductive object with Hamon for a number of rounds equal to your Wisdom modifier + half your proficiency bonus (minimum of 1). Whenever you attack, you deal additional damage equal to your Martial Arts die roll. This damage counts as radiant damage. You can spend additional ki points for additional damage dice.
These are some items that are conductive to Hamon:
- Living creatures (human, elf, dwarf, animals, etc.)
- Organic material (organs, hair, plants, cloth, etc.)
- Liquids (water, oil, blood, etc.)
As an action, you can spend 1 ki point to heal another creature that you can touch. The amount of hit points healed is equal to your Martial Arts die roll. You can spend additional ki points for additional healing dice.
If you cannot breathe properly, you can't use Hamon features. While grappled, restrained, or frightened, you cannot control your breathing properly.
Overdrive
Beginning at 6th level, your Hamon has become potent enough to harness different manifestations of it. You can use the following Overdrives:
- Scarlet Overdrive
- Your Hamon glows a brilliant red and crackles like an intense flame. As a bonus action, you may spend 3 ki points to create scarlet Hamon. Your next unarmed attack deals an additional 4d4 fire damage. You can spend additional ki points for additional d4s. Any flammable objects that are struck with this attack immediately catch on fire.
- Turquoise Blue Overdrive
- Your Hamon glows a brilliant blue and roars like an incredible tempest. As an action, you may spend 3 ki points to create turquoise Hamon and make a ranged attack that equals your Martial Arts die and 3d4 force damage. If the attack hits, the enemy is pushed back 10 feet. You can spend additional kis point for additional d4s and push the enemy back 5 feet farther. The range of this attack is 15 feet times your wisdom modifier.
- Metal Silver Overdrive
- You conduct your Hamon to anything that seems metal and crackles with a silver shine. As a bonus action, you may spend 3 ki points to infuse whatever weapon you hold with Hamon. Your next Attack with that weapon deals an additional 4d4 radiant damage. You can spend additional ki points for additional damage dice.
- Sunlight Yellow Overdrive
- Your Hamon shines a golden yellow, as bright as the sun itself. As an action, you may spend 4 ki points to make a devastating Attack, rolling 8 Martial Arts dice, the first 4 being regular unarmed attacks and the other 4 being used for radiant damage. You must take a short or long rest before using this Overdrive again.
Forced Breathing
Beginning at 11th level, you learn to pinpoint vital organs in a creature's respiratory system. You can use a bonus action to use stunning strike on the next unarmed strike you make without spending a ki point. However, if you spend 4 ki points to perform this action on a willing creature, they also have to make a Constitution saving throw to beat your ki save DC. If it fails, they take the damage rolled and are afflicted with the stunned condition. However, if it is successful, they temporarily have access to the Hamon feature for a number of rounds equal to your Wisdom modifier. They can perform the same actions and bonus actions as if they have the feature, with a reserve of points they can use equal to their Wisdom modifier (minimum of 1).
Deep Pass Overdrive
At 17th level, you master the final technique of Hamon: the Deep Pass Overdrive, using it to transfer some of your own life energy into others. As an action, you may spend 5 ki points. The target regains 5d8 hit points. However, you take the number rolled as damage and age by 5 years. You may spend additional ki points for each additional Hit Die. For every additional ki point you spend, you age by an additional 5 years. You regain use of this feature after a long rest.
But, you may choose to expend all of your ki points and die to permanently give the target creature all of the following:
- The target gain 3d8 additional maximum hit points and three hit dice that are d8s.
- Access to the Hamon and Overdrive features.
- A pool of ki points equal to the creature's Wisdom modifier (minimum of 1) that can be regained after a short or long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses