Way of the Ripple Warrior


Monks of the Way of the Ripple Warrior get their power from a special breathing technique known as the Ripple. Also known as "hamon," the Ripple replicates the power of the Sun, and as such can be used to burn the undead with radiant energy. The Ripple is another name for ki, and being the energy of life is the polar opposite of the necromantic energies that animate the dead. Because of this, Ripple warrior monks hunt the undead, especially vampires and the followers of the Demon Prince of Undeath Orcus, whom they loathe as propagators of undeath.

Ripple Warrior monks usually fight unarmed, because living matter is the best conductor of Ripple energy. Metal is another good conductor, as is vegetable oil, though it requires a skilled Ripple warrior to utilize these properly.

Ripple Breathing


When you choose this tradition at 3rd level, you learn a special breathing technique that empowers your unarmed strikes. Your unarmed strikes are suffused with the power of the Sun, allowing ou to deal radiant damage instead of your normal weapon damage type

Additionally, you may expend ki points to produce the following effects:

  • Overdrive. You can spend 1 ki point to deal an extra 1d6 radiant damage with an unarmed strike. If the target of this attack is a fiend or undead, this damage is increased to 2d6. You may use this ability once per turn.
  • Zoom Punch. You can spend 1 ki point to extend your reach with all melee weapon attacks by 5 feet for this turn, dislocating the bones in your body and using the Ripple to numb the pain.
  • Healing Hamon. You can spend 2 ki points as an action to use the Ripple to heal your wounds. The amount healed is equal to your Martial Arts Die + your Wisdom Modifier.

Water Walking


Starting at 3rd level, you develop the ability to partially walk on water by channeling the Ripple into your feet. You can spend 1 ki point as a bonus action to wade through any body of water though it were difficult terrain for 1 minute, submerged up to the middle of your calves. Walking across a separate body of water requires you to spend additional ki.

Overdrives


At 6th level, you gain greater control over your Ripple, in the form of Hamon overdrives. You may expend ki points to produce the following effects:

  • Metal Silver Overdrive. You can spend 1 ki point to allow metallic weapons and weapons soaked in vegetable oil to use the effects of Ripple Breathing for 1 minute. Any weapon with which you are proficient counts as a monk weapon for the duration of this overdrive.
  • Rebuff Overdrive. You can spend 1 ki point as a bonus action to force the target of one of your unarmed strikes to make a dStrength saving throw. If it fails, it is pushed up to 10 feet away from you and knocked prone.
  • Scarlet Overdrive. You can spend 4 ki points as a bonus action to gain resistance to cold damage and cause your unarmed strikes to deal fire damage for 1 minute.

Improved Overdrives


Starting at 11th level, you learn how to perform the following additional Hamon overdrives:

  • Sunlight Yellow Overdrive. You can spend 4 ki points to infuse a barrage of unarmed strikes with Ripple energy. Each of your unarmed strikes on this turn deals an extra 1d6 radiant damage.
  • Life Magnetism Overdrive. You can spend your action and 3 ki points to target one living being of size Large or smaller within 40 feet and force them to make a strength saving throw. On a failed save they are pulled 20 feet towards you. If the creature reaches your location without having moved the full 20 feet, you may immediately attempt to grapple the creature as a bonus action
  • Sendō Ripple Overdrive. When you target an undead or fiend creature with the Overdrive Ripple Breathing feature, you may spend another ki point as a bonus action and force that creature to make a constitution saving throw. On a failed save, the target is paralyzed until the start of your next turn

Ripple Mastery


Starting at 17th level, you have gained total mastery of the Ripple. As a bonus action on your turn, you can enter a stance that lowers the ki point cost of two of the following abilities of your choice by 1: Overdrive, Zoom Punch, Metal Silver Overdrive, Rebuff Overdrive, Scarlet Overdrive, Sunlight Yellow Overdrive, or Life Magnatism Overdrive. This stance lasts for one minute and immediately ends if you become incapacitated. You may use this feature a number of times equal to your Wisdom Modifier (minimum of 1). All uses are recovered after a long rest.

The Ripple and Breathing

Because Ripple users gain their power from their breathing, your DM might rule that you can only use the Ripple while you are able to breathe.