Hamon Coach (JJBA Supplement)
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Hamon Coach[edit]
Medium humanoid (Human), neutral good Armor Class 19 (natural armor)
Saving Throws Dex +9, Con +10 Hamon. The coach has 6 Hamon points which they can expend. All expended Hamon points are regained at the end of a long rest. If a creature is Undead, they take 3 (1d6) radiant damage for every Hamon point they have at the end of each of their turns. Calm Mind, Strong Body. While the coach has at least 1 Hamon point, they gain a +2 bonus to their melee attack and damage rolls and their AC, their jump distances are doubled, their unarmed strikes deal radiant damage, and they are immune to the incapacitated condition, they can speak while paralyzed or petrified, and they remain aware of their surroundings while petrified. Endurance. When the coach is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. Uninhibited. When the coach drops to 0 hit points while they have at least 1 Hamon point, they become paralyzed instead of unconscious, but they can not spend Hamon points until they regain at least 1 hit point. Imbued Body. The coach has advantage on saving throws against gaining exhaustion from sources that are not creatures. When they complete a short rest, they regain twice as many hit points and lose 1 level of exhaustion. Furthermore, as a bonus action for 2 Hamon points, they may take the dash action and disengage action. Advanced Technique. When the coach spends Hamon points as an action, they may spend additional Hamon points equal to half its cost, to a minimum total cost of 2 and a maximum total cost of 8, to use it as a bonus action. ACTIONSRadiant Combatant. The coach makes two unarmed strikes, makes an unarmed strike and an action that costs Hamon points, or uses two actions that cost Hamon points. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Hamon Breathing. The coach regains 1 Hamon point. Constant Hamon. As a bonus action, the coach regains 1 Hamon point. Sendo Hamon Overdrive (1 Hamon Point). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 3 (1d6) radiant damage. This attack ignores cover. Zoom Punch (1 Hamon Point). As a bonus action, the coach gains 10 additional feet of reach until the end of their next turn. Hamon Jump (1 Hamon Point. The coach's jump distances are doubled until the end of their next turn. Hamon Healing (2 Hamon Points). One creature within the coach's reach regains 4 (1d8) + the target's Constitution modifier hit points unless they are a construct, elemental, or undead. Sticking and Repelling Hamon (2 Hamon Points). Until the end of the coach's next turn, they can walk across liquid, vertical, and difficult terrain as if it was solid ground. Echolocation. As a bonus action, the coach may gain 60 feet of blindsight and gain advantage on Perception checks that rely on hearing until the end of their next turn. They can't use their blindsight while deafened.
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Hamon masters in their prime, Hamon coaches teach young initiates in the finer ways of Sendo, typically alongside endurance training along the mountainous tightropes of Tompetty Temple in Tibet or the treacherous pits of Air Supplena Island in Italy. |
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