Monastic Tradition: Way of the Ripple 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 - As a bonus action unarmed strike you can dislodge your joints and artificially stretch your muscles with the Ripple, causing your attack range to increases to 10 feet. Requires 1 Ki point. Ripple Overdrive - As an attack action you charge your unarmed strike or weapon with potent Ripple energy and unleash it upon striking your foe. This deals 2d6 additional radiant damage. Requires 2 Ki points and undead/oozes must make a consitution saving throw against your Ki Save DC or take double damage from your Overdrive. Ripple Hypnosis - Your Ripple has the power to influence life, allowing you to cast the spell charm person, however, this has no efect on undead or oozes, only works on touch, and does not require a verbal component. See Chapter 11 of the Players Handbook for more information on Charm Person. Requires 2 Ki points and may be used once per short or long rest. 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 one 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. Undead/oozes have disadvantage on their Constituion saving throw against your Ki Save DC. 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 2 Ki points for your Ripple Overdrive and 1 Ki to become a Scarlet Overdrive, for 3 Ki points total. 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 following a failed Wisdom saving throw. You can ask them 2 questions that they must answer honestly if they fail their Intelligence saving throw. Additionally, after the charm effect wears off, they do not remember being charmed if they fail their Intelligence save. Requires 4 Ki points total and may be used twice per short or long rest. Forced Ripple Breathing - The power of Ripple healing flows through you. As an action you can heal a willing humanoid within reach for 1d4 + Wisdom modifier by thrusting your pinky up into their diaphragm, expelling most of the air in their lungs, and forcing them into Ripple breathing technique. Requires 2 Ki points and may be used three times per short or long rest. Additionally, you can forgo the gut punch and instead choose to heal yourself for your Wisdom modifier for the same number of Ki points. 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 effectively, 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 Master, 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, oil, and other liquids. Channeled Ripple Overdrive - The Strength of your Ripple can now persist through liquid, primarily water and oil, up to 30 feet from you, and deals the same damage and has the same costs 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 or long rest and requires 3 Ki ponts total. Additionally, by oiling your unarmed strike or weapon, and using Ripple Overdrive, it deals increased damage. As oil is a fantastic conductor of the Ripple, your damage increases to 2d6 + Wisdom modifier when using an oiled weapon/unarmed strike. To apply oil to your weapon/unarmed strikes requires a bonus action. Ripple Liquid Control - Your Ripple can now control liquid to a minor extent. For example, you can hold a glass of water/ale upside down and it will not fall out if you infuse a little bit of Ripple energy into it. Minor tricks require no Ki, but, for 1 Ki point, you can control a 1 foot by 1 foot by 1 foot cube of liquid in your hands for 10 minutes. For each additional Ki point spent, up to your Wisdom Modifier, you add ten minutes of control. Ripple Master At 17th level, a Ripple user gains the ability to force your Ripple to persist within the body of your foe and your Overdrive damage increases. Master Ripple Overdrive- Your Ripple Overdrive damage increases to 3d6 and oiled weapons/unamred strikes deal 3d6 + your wisdom modifier. 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. History of Hamon Hamon was created at the dawn of civilization to defend against the threat of a race of powerful undead whose name has been lost to history. What is known about them is that they were large, intelligent, horned humanoids with a weakness to sunlight who wished to achieve the perfection that was denied them by the Sun. They attempted to use a flawless red stone to acheive said perfetion, but were pushed back by the Ripple Monks of old. Now, in the modern era, the importance of the Ripple has been lost or is neglected. But the tradition lives on in remote monasteries, waiting for undead to make a wrong move and spark their ire.