Ripple Repel - As a bonus action you can coat yourself in vegetable oil. You can spend 4 Ki points while oiled, causing the Ripple to flow over you and absorb some of an impct or help deflect weapon strikes; like a razor sharp spray of oil. Your armor class is increased by +2 for 1 minute. Only one usage of Ripple Repel may be active at any given time.

Ripple Detector - As an action you can spend 3 Ki points to imbue a contained liquid with the Ripple. The Ripple will pass through the liquid's holder's body and the environment, enabling the holder to sense their surroundings and detects others even through walls. For 1 minute, the holder can sense life in all directions for up to thrity feet and determine their location, but cannot tell anything about what they detect except that it is alive. This does not detect undead or oozes.

Ripple Cutter - You can spend 4 Ki points as an attack action to drink a water based liquid and imbue it with the Ripple, allowing you to fire it from your mouth up to thirty feet away at a single target. This attack deals 2d6 radiant damage and 1d6 slashing damage. Just as with Ripple Overdrive, undead/oozes that are hit must make a Constiution saving throw against your Ki Save DC. On a failed save they take double damage from your Ripple Cutter.

Oiled Strikes - Oil, specifically vegetable oil, is a fantastic conductor of Hamon and, now that your ripple has been trained, you can conduct it through oil without losing potency. Your overdrive damage increases to 2d6 + Wisdom modifier when using an oiled weapon/unarmed strike. Applying oil to your weapon/unarmed strikes requires a bonus action and the oil lasts for 1 minute.

At 6th level your knowledge concerning the intracacies of Hamon and its relation to water and oil allows you to utilize them as a medium to channel your Ripple. Each ability in this section requires either vegetable oil or water to be used as specified by the ability.

Zoom Punch - Either as an attack action or as a bonus action, but not both, you can spend 1 ki point to take one unarmed strike with a +5 feet increase to it's range.

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.

Ripple Overdrive - When you hit another creature with a melee weapon attack, you can spend 1 Ki point and imbue your Ripple into your strike, dealing 2d6 additional radiant damage and undead/oozes must make a Consitution saving throw against your Ki Save DC. On a failed save they take double damage from your Ripple Overdrive.

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.

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 against your Ki Save Dc.

At 17th level, you gain the ability to force your Ripple to persist within the body of your foe. Additionally, you have no mastered your Ripple, increasing its damage permanently.

Ripple Hypnosis - Your Ripple has the power to influence life. You can spend 2 Ki points as an action to allow you to cast the spell charm person at its lowest level; however, this spell has no effect on undead or oozes and has a range of touch. See chapter 11 of the Players Handbook for more information on charm person.

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 when struck by your Ripple. On a failed save, they now take an additional 1d6 radiant damage.

Forced Ripple Breathing - The power of Ripple healing flows through you as you thrust your pinky into the diaphragm of a humanoid. For 3 Ki points you can cast cure wounds as a level 1 spell on a willing humanoid within reach. You can spend 1 additional Ki point to increase the spell level by 1 up to a maximum of 3rd level (5 Ki points total). You can forgo healing an ally or willing humanoid and instead choose to use your own Ripple Breahting to heal yourself for the same number of Ki points.

Ripple Specialist Trait

The following is a supplement meant to help you emulate your favorite JoJo and, with DM approval, can replace your level 11 or 17 ability/abilities as specified.

Ripple of Courage - Your Ripple is your own. It was born from your body, and flows through it, empowering you to stand against the vilest evils of the world. When making a Strength or Constitution check or saving throw, you can spend Ki points to add a bonus to the check equal to the number of points spent. The maximum number of Ki points that can be spent is equal to your Wisdom modifier. After you use this feature, you cannot use it again until you complete a short or long rest. You may also gain proficiency in two martial weapons of your choice. Replaces Potent Overdrive.

Ripple of Wit - You know your own strengths and weaknesses, and prefer to stack the deck and fight on your own terms than to rely on your Ripple prowess alone. When you adopt this Ripple style, choose a medium through which you're accustomed to using with your Ripple (e.g. steel, wool, water, soap). By spending 2 Ki Points, you can channel through your chosen medium, and when you attack in this way, the damage is equal to the damage of a Ripple Overdrive. If the chosen medium is a fluid, you can control its rigidity and velocity to project it as a ranged attack with a range of 30ft. If you make an attack with a weapon composed of your medium, then the damage is then equal to the damage of the weapon + Ripple Overdrive. Replaces Potent Overdrive.

Ripple of Focus - Your experiences have shown you that the one who emerges as the victor is the one who keeps calm in the face of danger, and ends things quickly. When you use Flurry of Blows, you can perform an additional unarmed strike, and can spend a Ki Point to perform another additional strike. Additionaly, you can no longer be frightened. Replaces Potent Overdrive.

Ripple of Compassion - You believe that the most precious treasure in this world are the bonds you make with others. The Ripple is a power that can, and should, be used to aid and protect. You can cast Cure Wounds at a max of level 2, and without components, for 1 Ki Point, and cast Revivify, with components, for 3 Ki Points once per long rest. Replaces Potent Overdrive.

Ripple of Life - Intrigued by the natural world, you have learned to channel a Ripple so potent and pure that it can nurture life itself. You can channel the Ripple into any plant within 5ft, causing instantaneous, rapid growth. This may appear as flowers blooming, grass rapidly becoming undergrowth, or a tree sapling violently growing taller and thicker. Additionally, your Ripple can overload the biological systems of creatures. When attempting a stunning strike, you can spend an additional 3 Ki Points to apply disadvantage to the creature's saving throw. Replaces Potent Overdrive.

Ripple of Determination - As long as you can breathe, you can fight. You use your Ripple to dull your pain and your will keeps your body fighting until the very end. When you drop to 0 hit points, you can choose to forgo making a death saving throw, and instead spend Ki Points to regain hit points equal to 1d6 + Constitution Modifier for each point spent. The maximum number of points you spend cannot exceed your Wisdom Modifier (minimum of 1). If you use this ability more than once without having a long rest, each additional use (starting from the second use) will increase the user's exhaustion by 1 and will have doubled Ki Point costs. Additionally, when you perform a Zoom Punch, any addional attacks performed on that turn also benefit from Zoom Punch's range increase. Replaces Ripple Master.

Ripple of Motion - Always different from other Hamon monks, you pursued your own path, and have suceeded in developing your own, deadly variant of the Ripple. Rather than focusing on the power of the sun, you have emulated in your Ripple the pure power of kinetic energy. Your Overdrives cause microscopic ripples to spread throughout the target, which are particularly harmful to the more fragile-forms of the living. All Ripple attacks and Overdrives now reverse and deal double damage to the living on a failed Constitution save and normal to undead. Additionally, Ripple Overdrive damage changes to Necrotic. Replaces Ripple Master.

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.