Hamon/Ripple User (5e Class)
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Feel the Beat of Your Hamon!
The Ripple (波紋 Hamon), is an energy used in the ancient form of martial arts, Sendō (仙道, lit. "Way of The Hermit/Wizard").
Through self-controlled respiration, a trained person can produce an energy manifesting as ripples throughout the body and identical to the energy of the Sun, in polar opposition to the energy exerted by Vampires, Zombies and the Pillar Men.
Creating a Hamon/Ripple User
|Caesar Zeppeli, https://www.zerochan.net/full/1492270|
- Quick Build
You can make a Hamon/Ripple User quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Next, Choose the Outlander or Folk Hero background.
As a Hamon/Ripple User you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: One of your choice
Saving Throws: Constitution, Dexterity
Skills: Choose 3: Acrobatics, Athletics, Insight, Medicine, Nature, Performance, or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- One simple or martial weapon of your choice
- (a) Padded Armor or (b) Leather Armor
- Explorer's Pack
- (a) A 2 quart canteen of water or (b) 10 ft. of Rope/Chain
- If you are using starting wealth, you have 5d4x10 gp in funds.
|1st||+2||1d4||Forced Ripple Breathing Hamon Training|
|4th||+2||1d4||Ability Score Improvement, Sendo Wave Kick, Ripple Detector|
|5th||+3||1d4||Sendo Hamon Overdrive|
|7th||+3||1d4||Sunlight Yellow Overdrive|
|8th||+3||1d4||Ability Score Improvement, Tornado Overdrive, Deep Pass Overdrive|
|9th||+4||1d4||Slowed Aging, Ripple Hair Deflect|
|11th||+4||1d6||Ripple User Path Feature|
|12th||+4||1d6||Ability Score Improvement|
|13th||+5||1d6||Ripple User Path Feature|
|15th||+5||1d6||Ripple User Path Feature|
|16th||+5||1d6||Ability Score Improvement|
|17th||+6||1d6||Ripple User Path Feature|
|18th||+6||1d6||Ripple User Path Feature|
|19th||+6||1d8||Ability Score Improvement|
|20th||+6||1d8||Ripple User Path Feature, Specialized Overdrives|
Forced Ripple Breathing
At 1st level, as an action, you can gut punch a target of your choosing with your pinky out, allowing you to reach the diaphragm. By doing so, the target will be stunned until the end of their next turn, but will momentarily be able to produce the Ripple. The target must succeed at a Constitution save of 15 to gain the benefits of this technique. This momentary Ripple usage can be used for one of the following:
A)The target can take an action to gain 1d12 temporary hit points.
B)Gain advantage on their next saving throw or check.
These effects do not have to be used immediately, but can not be used after 24 hours of using this technique. This feature cannot be used on yourself and can only be used on a creature once each week.
At 1st level, you gain proficiency in unarmed attacks and they deal 1d4 radiant damage as well as treating unarme strikes as finnesse weapons. This damage die increases according to the “Hamon Training” column of the class features table.
At 2nd level, as an action, you can launch your fist forward and strikes your opponent via an elongated arm. The attack involves a Ripple breathing technique that dislocates and stretches the joints to extend the arm and give it greater reach while also using the same Ripple to dull the pain caused by the move. Due to the increased length, the strike immediately reaches the opponent's face first, which from that perspective seems "zoomed in".
This feature acts as a +1 unarmed strike with +5 feet of reach. Using this feature causes 2 damage to the user. This increases to +2 and +10 feet at 14th level. This can be used a number of times equal to your Wisdom or Constitution modifier, regaining all uses at the end of a short rest.
At 3rd level, you can spit globs of liquid from between your teeth. The Ripple combined with the liquid makes it sharp and dense enough to cut through solid objects, as well as agile and accurate enough to deflect other projectiles.
To use this feature as an action, the Ripple User must have water or some other liquid in their mouth. They may fire up to 3 cutters per mouthful of liquid. The targets must be within 30 feet and succeed a DC 8+your Dexterity modifier+your proficiency bonus Dexterity Save per cutter or take 2d6 Slashing Damage per successful hit.
To deflect a physical projectile attack using this skill, the user must make a Dexterity saving throw that exceeds or equals the attacker's projectile attack roll as a reaction. This cannot be used to deflect spells.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Sendo Wave Kick
At 4th level, as an action, the Ripple User gains the ability to perform a Ripple-infused strike with the knee. The Ripple energy tears vampires and zombies apart upon entering the bloodstream.
The feature can use either Strength or Dexterity for it's attack roll. This feature deals 1d8 radiant damage to non-undead targets. Against undead creatures, this increases to 2d8. This can be done a number of times equal to your Strength or Dexterity modifier, regaining all uses at the end of a long rest.
At 4th level, the Ripple User can imbue a contained liquid with the Ripple as a full turn action. The Ripple will pass through the liquid's holder's body and the environment, enabling the holder to sense his surroundings and detect others even through walls.
This feature requires a container of water or some other liquid to be used. When utilizing it, the Ripple User gains advantage on all Perception checks. This bonus stacks with any other advantage to Perception gained from other factors. This ripple detector stays active for 1 minute.
Sendo Ripple Overdrive
At 5th level, the Ripple User charges a Ripple wave through their arm and releases it into a solid object, such as a wall or partition. The Ripple can travel through and reach anything on the other side, and anything hit by the Ripple is sent flying in a spiral 10 feet straight back from the charged object or building.
This feature requires 1 Full Round to charge. Once charged, the Ripple User can make an unarmed attack against any surface. Once touched, the surface will send out a Ripple wave in a 15 foot radius damaging only the chosen targets of the Ripple User for 2d6 (4d6 if targets are undead) Radiant Damage.
At 6th level, the Ripple User can choose one of the following specialized overdrive features. At 20th level, they may choose an additional one.
- Scarlet Overdrive
- Charging the Ripple into one hand, the Ripple user can create a Ripple of flame. 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 and user must succeed a Constitution save of 8+Ripple User's Proficiency Bonus or catch fire, taking 2d4 fire damage every turn for 1 minute or until they are extinguished by water, etc.
- Turquoise Blue Overdrive
- Appropriately the strongest place to use the Ripple, a Ripple user can release high powered tempests while underwater 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 Ripple User 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 Ripple through metal. Using this Overdrive allows the Ripple User to charge Ripple through any metal weapons or tools they are currently wielding. This feature takes one action to activate. This intense energy adds an additional 1d6 radiant damage to the weapon's current damage (2d6 if the weapon is used on undead). However, you cannot use any other features while this one is being utilized, as it take much concentration to maintain the energy within your weapon. This feature can be dismissed as a free action.
Sunlight Yellow Overdrive
At 7th level, the Ripple User can use a devastating and extremely strong Ripple-infused strike with power comparable to the sun itself and has the ability to completely obliterate the Undead. Either performed as a single attack, or as a rapid-rush of ripple-infused punches; the attack is notable for producing a very clear yellow light akin to that of the sun.
As an action, you make a single unarmed attack. On a successful hit, it deals 2d10 Radiant Damage (4d10 Radiant Damage to Undead). After the attack is finished, the Ripple User must make a DC 16 Constitution Save. Upon a successful save, the Ripple User is paralyzed until the end of their next turn having used much of their Ripple energy for the attack and must catch their breath. Upon a failed save, the Ripple User will become unconscious for 3 Full Rounds.
At 8th level, the Ripple User leaps into the air and points their legs towards their opponent. From here, they are able to move the Ripple to their lower half and essentially dive bomb the opponent in a spinning motion, much like a drill. As an action, you make an attack using Strength or Dexterity against a single target. If successful, the target is dealt 3d8 Radiant Damage (6d8 against undead targets). This attack has a range of up to 15 feet, and moving in this manner does not provoke attacks of opportunity. You can use this a number of times equal to your Strength or Dexterity modifier, regaining all uses at the end of a long rest.
Deep Pass Overdrive
One of the most powerful Ripple techniques. At 8th level, right before death, a Ripple user can transfer all their life energy into a chosen target within 5 feet. Using this feature, the target obtains all of the user's power - causing their Strength and Dexterity to increase by half the ability modifier of the user. Increasing ability scores in this manner allows them to go beyond 20. This rapid loss of life energy naturally also changes the user's physical appearance, causing their skin to thin and wrinkle as well as their hair to turn white, as if greatly aged in the short time. The user then dies after this feature is used.
A Ripple User can still be brought back to life (via Resurrection Spell, or similar means) after using Deep Pass Overdrive, and the target they gave their power to can still use it as well. However, the revived Ripple User will have their ability scores decreased by whatever number their target got their's increased by if they are revived after using this feature.
At 9th level, the Ripple User has mastered the art of breathing evenly no matter the situation. This mastery of the Ripple has the benefit of increasing the amount of life force within the user, effectively slowing down their aging. This passive feature also allows the Ripple User to treat Short Rests as Long Rests, as well as multiplying their maximum age by 2. In addition, the Ripple User is able to ignore the penalties of exhaustion for the first 3 rounds of combat once. You regain use of this feature at the end of a long rest.
Ripple Hair Deflect
At 9th level, the Ripple User infuses their Ripple into strands of hair, thread, or wire to make them hard enough to block incoming projectiles. As a reaction, they can roll either a Dexterity or Constitution save against any incoming attack, including spells with physical attributes (example: Fireball or Witchbolt). To successfully deflect the attack, the Ripple User's save must meet or exceed the attack roll. If a spell requires a save, this feature takes the place of that saving throw, and does not stack with it. Spells that do not have physical attributes (examples: Fear or Blight) cannot be deflected in this way. This can be used a number of times equal to your Dexterity modifier + your Charisma modifier. You regain all uses at the end of a short rest.
At 10th level, the Ripple User can hypnotize people by using the Ripple on them. The process can involve a kiss or simply touching their head with your hands. The hypnotized target will act according to the user's demands to a degree. A Ripple User can also extract forgotten memories using this technique.
As an action, the Ripple User's Charisma based Skills are treated as Proficient (or double proficient if already proficient) against the target of the Ripple Hypnosis.
Ripple User Path
At 11th level, the Ripple User can choose one of the following paths to increase their skills in a specific way; The Path of a Gentleman, the Path of the Trickster, the Path of the Lion, or the Path of the Spin.
Path of the Gentleman
The Path of the Gentleman is the path the Ripple User's who use their skills in flashy, yet elegant ways. All "Bubble" features in this path must have water nearby to be used.
- Bubble Launcher
At 11th level, as an action, the Ripple User fires out a barrage of bubbles from their gloves, each coated in the Ripple, as a ranged attack. This increases the density of the bubbles and allows them to hit objects with a greater impact. When hit by this barrage, all creatures in a 15 foot cone takes 6d6 Radiant damage (12d6 on undead targets).
- Bubble Barrier
At 13th level, as an action, the Ripple User is able to fire multiple bubbles at a target, which combine into a massive bubble to trap a single target. The target must succeed a DC 8+Ripple User's proficiency bonus Dexterity saving throw or be trapped within the massive bubble. The target will be considered paralyzed. To escape, the target or one of the target's allies must make a DC 8+Ripple User's Proficiency Bonus Strength saving throw.
At 15th level, the Ripple User is able to use the Ripple as a repellent of sorts, as well as a shield. Using water or any other liquid on hand, the user can cover themselves in a thin layer of the liquid as an action. This gives the Ripple User 10 Temporary Hit Points for up to 1 minute or until dispersed. This can be done 3 times. You regain all uses at the end of a short rest.
- Bubble Cutter
At 17th level, based off the Ripple Cutter, this technique is a direct improvement on the Bubble Launcher, and creates bubbles with the ability to slice. Unlike the original attack, the bubbles spin at high speed and use centrifugal force, but are able to stay intact due to the Ripple. This causes them to form shapes much like saucers with a small blade-like ring surrounding each bubble. These bubbles move at a higher velocity and have a higher tractability, allowing the user to fire them in any direction with ease.
It is used the same way as Bubble Launcher, but deals 2d12 Radiant + 2d12 Slicing Damage (4d12 on undead targets).
- Bubble Reflection
At 18th level, you create bubble lenses that can magnify sunlight into rooms. 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. Can only be done outside or in a room with windows.
- Gliding Bubble Cutter
At 20th level, you gain a more versatile version of Bubble Cutter. The user sacrifices the quantity of bubbles in the attack, and focuses on effectiveness. By launching a few bubbles, they are able to aim them much like homing projectiles. They are able to go around objects and have a higher chance of hitting the opponent, granting your Bubble Cutters the ability to ignore half and 2/3 cover.
Path of the Trickster
The Path of the Trickster is the path the Ripple User's who use their skills in sneaky and mind blowing ways.
- Clacker Boomerang
At level 11, You attach clackers to your weapons, making them throwable (15/30). As an action, you can throw your weapon, dealing an additional +1d8 damage.
- Stone of Aja
At level 13, You can use a stone worth 100 gp or more (consumed on use) to use some Hamon to shoot a beam in a 60 foot line as a ranged attack, dealing 2d10 radiant damage to hit creatures (4d10 to undead enemies).
- Wire Hamon
At level 15, you learn to send Hamon through wire and rope. When you are within 5ft. of an enemy and have rope or chain, You can wrap it around a foe (Grapple check) as an action, causing them to be considered grappled in the rope or chain with which you can send Hamon into the rope as a bonus action, dealing 3d8 damage every turn they're grappled.
- Oil Overdrive
At level 17, you can channel Hamon through liquids, especially oil. If you have a container with a liquid in it, you can charge the liquid with Hamon and douse the creature with it as an action. When you use Hamon attacks to deal damage the creature covered in the liquid, you deal an extra +2d6 every turn the creature is doused in charged liquid. The creature must make a DC 15 Intelligence (Insight) check to know if the liquid is dangerous or not. On a success, the creature can spend an action getting it off. On a fail, they don't learn the liquid's intentions and can't get it off. They can repeat the save if they take damage from Hamon attacks.
- Healing Overdrive
At 18th level, as an action, you can use Hamon to heal a creature within 5 feet that is not undead for 4d8 hit points. You can do this a number of times equal to your Intelligence modifier, regaining use at the end of a long rest.
- Red Stone Overdrive
At 20th level, as an action, you can use a stone worth 500 Gp to increase 1 Hamon ability’s damage by 4d6 radiant damage. This Stone can be used once, regaining use at the end of a short rest.
Path of the Lion
What those who walk the Path of the Lion lack in talent and mystique, they more than make up for in the raw amount of Hamon they contain and are able to produce.
- Straight to the Bone
At 11th level, as a reaction when you are hit by a melee weapon attack, you can force a creature to make a Dexterity or Constitution saving throw. On a failure, they drop their weapon and take 1d8 bludgeoning damage. You regain use of this feature at the end of a short rest.
- Unyielding Strength
At 13th level, your Strength can go up to 22 and your unarmed strikes’ damage rises 1 die tier.
- Unchained Lion
At 15th level, you can add your proficiency bonus to any rolls to avoid or stop being restrained or grappled.
- Gentle Giant
At 17th level, while not wearing armor, your AC is equal to 10+your Constitution modifier + your Dexterity modifier. You can push, pull, and carry twice as much. You gain expertise in Constitution saving throws.
- Last Stand Overdrive
At 18th level, when you are dropped to 0 hit points or instantly killed, you can enter Last Stand mode for 5 rounds. During this time, you ignore all conditions, can not die, and ignore exhaustion. At the end of your last turn, you die instantly. You can only be resurrected by the Wish spell or a similar effect.
Path of the Spin
The Spin is something of a mystery to even the most ancient hamon monks. Instead of using breathing to generate the energy of the sun, the Spin uses specially crafted steel balls to replicate its wavelength, creating something of an “artificial” ripple.
- Steel Balls
At 11th 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 (30/60). These steel balls return to your hands on a successful attack. In the hand of non-proficient creatures, they act as standard ranged improvised weapons.
- Calvary Spin
At 13th level, as an action, you may force 1 creature you can touch with a steel ball as a bonus action to attempt a Constitution saving throw. On a failure, your spin warps their body temporarily, reducing their movement speed by -15 ft. On a success, their muscles are imbued with power, increasing their movement speed by +15 ft.
- Defensive Spin
At 15th level, you can imbue yourself or another creature within 5ft with the Spin as an action. The target gains 4d8 temporary hit points. These fade after 1 minute. This also removes the saving throw of Calvary Spin.
At 17th level, you can attack with steel balls around corner and cover. You also deal double damage to objects. You can also apply Spin to your body to allow yourself to squeeze into spaces no smaller than 1 foot by 2 inches for 1d4 rounds.
- Executioner’s Spin
At 18th level, you master the deadliest traditional Spin technique. You must spend 2 full turn actions while within 5 feet of a creature building up Spin. If you take damage, you must succeed a concentration check. Then, as an action on your third turn, you must succeed a DC 13+your target’s Constitution modifier Dexterity or Wisdom saving throw. On a success, they are killed instantly. On a failure, their hit point maximum is halved until they finish a long rest.
- Golden Spin
At 20th level, for 1 minute once per week, you master the golden ratio as a full turn action. Your attacks must surpass your target’s natural AC rather than AC gained from armor or spells, ignore all cover, and any saves you enact on other creatures from features from this class’s DCs are increased by +5.
Prerequisites. To qualify for multiclassing into the Hamon/Ripple User class, you must meet these prerequisites: 13 Constitution and 13 Dexterity.
Proficiencies. When you multiclass into the Hamon/Ripple User class, you gain the following proficiencies: Light Armor, one skill from the Hamon/Ripple User.