Hamon Initiate (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Hamon Warrior (JJBA Supplement) class and Hermit (5e Background) background, and as such does not follow traditional CR.

Hamon Initiate[edit]

Medium humanoid (Human), neutral good


Armor Class 11 (natural armor)
Hit Points 42 (5d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 18 (+4) 10 (+0) 10 (+0) 11 (+0)

Saving Throws Dex +6, Con +7
Skills Athletics +3, Insight +3, Medicine +3, Nature +3, Religion +3
Senses passive Perception 10
Languages any one language (usually Tibetan or Italian)
Challenge 5 (1,800 XP)


Hamon. The initiate has 2 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.

Hamon Defense. While the initiate has at least 1 Hamon point, they gain a +1 bonus to their melee attack and damage rolls and their AC, their jump distances are doubled, and their unarmed strikes deal radiant damage.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hamon Breathing. The initiate regains 1 Hamon point.

Overdrive (1 Hamon Point). As a bonus action, the initiate's unarmed strikes deal radiant damage until the end of their next turn.

Zoom Punch (1 Hamon Point). As a bonus action, the initiate gains 10 additional feet of reach until the end of their next turn.

Hamon Healing (2 Hamon Points). One creature within the initiate's reach regains 4 (1d8) + the target's Constitution modifier hit points unless they are a construct, elemental, or undead.

Echolocation. As a bonus action, the initiate 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.


In ancient times, many members of the Hamon clan were born with an unusual breathing pattern that left them able to channel life energy throughout their body, allowing them to heal each other, reach distant places, and even have their body burn like the sun. Rebelling against their perceived gods, the Hamon clan waged their own war against the Pillar clan, though their eternal nature made the Hamon clan of little note to their enemy. The vast majority of the Hamon clan would eventually be wiped out by only a handful of the Pillar clan in 39 AD.

In modern times, any human can train in the art of Hamon should they find one of the few Hamon coaches spread loosely throughout the world. The earliest training a disciple of a Hamon master receives, save for in a handful of very rare scenarios depending on the severity of their situation and the pureness of their heart, is how to generate basic amounts of Hamon, and how to administer it as a remedy to minor injuries. It isn't until they have mastered this, which can take anywhere from weeks to years to their entire life, that they receive combat training.


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