Hamon Coach (JJBA Supplement)

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Design Note: This creature is not from the series, and is instead to diversify and expand upon concepts established in canon.

Hamon User

Medium humanoid (Human), any alignment


Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 12 (+1) 11 (+0) 11 (+0)

Saving Throws Dex +3, Cha +2
Skills Insight +2, Medicine +2, Nature +3, Perception +2, Religion +3
Senses passive Perception 12
Languages any one language (usually Tibetan)
Challenge 1/2 (100 XP)


Hamon. The Hamon user has 1 Hamon point, which he can expend. All expended Hamon points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Hamon Breathing. The Hamon user regains 1 Hamon point.

Sendo Hamon Overdrive (1 Hamon Point). Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) radiant damage. This attack ignores cover.

Zoom Punch (1 Hamon Point). As a bonus action, the Hamon user's melee attacks gain +10 feet of reach.


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Two Hamon users in training, Source [1]

The intermediary level of Hamon mastery between healer and master, basic Hamon users are most often authorized by their masters to fight basic zombies, but to flee when faced with significantly powerful zombies or any form of vampire. Regrettably, many Hamon user's fervor overpowers their better judgement, leading to many masters fully training their students to true mastery before allowing them to see combat.


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