Monastic Tradition: Way of the Ripple V2.0 Monks of the Way of The Ripple are few and far between. Wielding the devastiting power of the Sun through Hamon, a meditative martial art focusing on one's breathing and flow of blood, these monks are devestating against undead foes, as well as being proficient healers. Hamon: The Ripple Starting when you choose this Tradition at third level, you gain the following abilities: Zoom Punch - By dislodging your joints and artificially stretching your muscles with the Ripple, your attack range with an unarmed strike or weapon increases to 10 feet. Requires 1 Ki point. At level 11 you can do an Overdrive and Zoom Punch together if you spend the necessary Ki Points for the Overdrive. This does not work with Flurry of Blows. Ripple Overdrive - With a deep breath, you charge your fists/legs/elbow with potent Ripple energy and let it loose upon hitting your foe. On hit, add 2d6 in radiant damage to the living. Undead and oozes must make a Consistution saving throw or Ripple Overdrive deals double damage to them. Requires 2 Ki points. This does not work with Flurry of Blows or weapons. The saving throw for this is 8 + your Wisdom Mmdifier + your Proficiency Bonus. Ripple Hypnosis - Your Ripple has the power to influence life. You attempt to charm a humanoid you can see within your reach. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed. Requires 2 Ki points and has no effect on undead. Slowed Aging Process -Users of the ripple age like fine wine and have increased lifespans. A Hamon monk at 50 would look 30 and a Hamon monk at 70 would look 50, for example. Advanced Ripple Training at 6th level your knowledge of Hamon increases and you gain access to the following Overdrives and a other ability out of Improved Ripple Hypnosis or Forced Ripple Breathing : Improved Ripple Overdrive - Your Ripple, after extensive training, is now a resilient force to be reckoned with. You now add your Proficiency bonus to your Ripple Overdrive damage and it can be channeled through your weapon. A Ripple Overdrive channeled through a weapon, traditionally referred to as a Metal Silver Overdrive, deals 1d6 and is doubled against undead and oozes. Scarlet Overdrive - The fire in your soul ignites your Ripple Overdrive. Scarlet Overdrive can ignite flammable objects and half the damage your Ripple Overdrive deals is turned into fire damage. Requires 3 Ki points. Improved Ripple Hypnosis - The influence your Ripple can have over others increases. Now, when under the effets of Ripple Hypnosis, the opponent must make an Intelligence saving throw alongside their Wisdom saving throw. On success, nothing happens, but on failure you can ask them 2 questions that they must answer honestly. Additionally, after the charm effect wears off, they do not remember being charmed if they fail their Intelligence save. Requires 4 Ki points. Forced Ripple Breathing - By gut punching an ally and aiming your pinky at their diaphragm, you can force their body into Ripple breathing and heal them for your Wisdom modifier per Ki point spent for a maximum of 3 Ki points. Any effect reducing a targets hit point maximum is removed as well. This ability has no effect on undead and may only be used 3 times per long rest. Ripple Rules, Additional Capabilities, and Things to Note: The Ripple, also known as Hamon, is a meditative martial art that requires precise and practiced breathing technique. If an effect makes it so you cannot breath, you cannot use the Ripple. However, once you reach level 6 and get Advanced Ripple Training, you have advantage on any saves against anything that attempts to prevent you from breathing correctly. When exhausted (Status Condition) it becomes harder to ulitize your Ripple to its full potential. For each point of exhaustion, your Ripple deals -4 damage, bottoming out at 1 damage. At 3 points of exhaustion you can no longer use the Ripple until the 3rd point is removed. The Ripple is visible and audible. It appears as a golden energy similar to electricity and has a distinctive high-pitched ringing/humming sound. This gives an indicator to those around you when using your Ripple and, if you attempt to use it during stealth, gives you a -5 to your stealth check. At level 17, when you gain Ripple Persistence, the color of your Ripple turns a deeper, reddish-yellow, signifying the strength of your Ripple and its growth in power.

Ripple Beat At level 11 the beat of your Ripple can now persist through water and oil. Channel Ripple Overdrive - The Strength of your Ripple can now persist through liquid, primarily water and oil, up to ten feet from you, and deals the same damage as your Ripple Overdrive. This also pushes them 5 feet away from you if underwater. Channel Ripple Overdrive can be used twice per short rest and requires 3 Ki ponts. Walk on Water/Cling To Surface - The beat of your Ripple is steady and strong. By allowing it to go through your feet into liquid, you can now walk on water/oil for 1 minute per Ki point spent. At 3 Ki points spent, you can bring one ally with you as you walk over the water. Additionally, you can add +5 to any climb check on a watery/oiled/slippery surface by spending 1 Ki point and climbing with your fingertips. Oiled Weapon - By oiling your weapon, and using Ripple Overdrive, it no longer deals reduced damage per Improved Ripple Overdrive. Improvised weapons can also conduct your Ripple without damage reduction when oiled, but you do not add your Proficiency Bonus to damage. Ripple Master At 17th level, a Ripple user gains the ability to force your Ripple to persist within the body of your foe. Ripple Persistence - The strength of your Ripple persistis inside your foe. After being struck with the Ripple in any way, your opponent must make a Constitution saving throw or take 2d6 damage for a number of rounds equal to your Wisdom Modifier. Those weak to Sunlight, undead and oozes, have disadvantage on their save and take double damage from your Ripple for the same number of rounds. Ripple Persistency can be applied twice per long rest and requires 3 Ki points. If attempting to apply to a target that has already succeeded on a Wisdom save against Ripple Persistence, you must wait 3 rounds or it will automatically fail. The saving throw is the same as Ripple Overdrive.