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 - By dislodging your joints and artificially stretching your muscles with the ripple, your attack range with unarmed strikes and weapons increases to 10 feet. Requires 1 Ki point. At level 11 you can do a Overdrive and Zoom Punch together if you spend the necessary Ki Points for the Overdrive. This does not work with Flurry of Blows or Sunlight Yellow Overdrive.

Ripple Overdrive - With a deep breath you charge your fists/legs/elbow with potent Ripple energy and let it loose upon hitting your foe. Add 1d6 + Proficiency Bonus in radiant damage to non-undead, and 1d10 + Proficiency Bonus to undead. Requires 1 Ki point. This does not work with Flurry of Blows or weapons.

Ripple Hypnosis - Similar to the Charm Person spell, Ripple hypnosis charms a target who must make a Wisdom saving throw, and does so with advantage if you or your allies are fighting it. The Save DC for this is 8 + your Wisdom modifier + your Proficiency Bonus. On failure, the target is charmed and regards you as a friend per Charm Person rules. If they succeeed, the effect does not take hold. Requires 1 Ki point and the target must be touched by your Ripple for this to take effect. Ripple Hynosis does not work on any undead.

Slowed Aging Process -Users of the ripple age like fine wine and have increased lifespans. A Ripple user at 50 would look 30 and a ripple user 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 Ripple Cutter, Walk on Water, Forced Ripple Breathing, and Memetaa!:

Scarlet Overdrive - The fire in your soul ignites your Ripple to add 1d10 in fire damage to your Ripple overdrive. Scarlet Overdrive can ignite flammable objects. To turn a regular Ripple Overdrive into a Scarlet Overdrive, you must expend 1 more Ki point for a total of 2 Ki points.

Sunlight Yellow Overdrive - Your Ripple infuses your Flurry of Blows as you unleash a barrage of solar energy infused punches on your foe. Each punch is considered a seperate Ripple Overdrive and does the same amount of damage as the base Overdrive. Requires 3 Ki points + 1 for Flurry of Blows.

Memetaa!/Extended Ripple Overdrive - Your Ripple can now pass through several life forms or through 1 foot of stone, 2 inches of steel, a thin sheet of lead, and five feet of wood. However, as it passes through several living or non-Ripple conductive materials, it grows weaker and now deals your 1d2 + Proficiency Bonus in radiant damage to non undead and 1d6 + Proficiency Bonus to undead. Requires 1 Ki point for Ripple Overdrive, 1 Ki point to become a Memetaa!, and a living creature to either be touching the object the Ripple is going through or touching another living being with a max of 2 others.

Metal Silver Overdrive - The beat of your Ripple can now be infused into your weapon, but deals decreased damage. Add your Proficiency Bonus for non-undead and 1d4 + Proficiency Bonus for undead. Requires 1 Ki point for Ripple Overdrive and a weapon to infuse.

Ripple Cutter - You can infuse your Ripple into liquids you drink and make them into deadly disks you can fire at your opponent. Deals 2d6 + Proficiency Bonus radiant damage to non undead and 2d10 + Proficiency Bonus to undead. This ability has a range of 30 feet and requires 3 Ki Points and liquid to shoot.

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 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. You can also add +5 to any climb check on a watery/oiled/slippery surface by spending 1 Ki point and climbing with your fingertips.

Forced Ripple Breathing - By gut punching someone and aiming your pinky at their Diaphragm, you can force their body into Ripple Breath and heal 1d8 + Proficiency Bonus per Ki point spent for a maximum of 3. Any effect reducing a targets hit point maximum is removed as well. This ability has no effect on undead.