Hamon Users Level Proficiency Bonus Features Hamon Damage 1st +2 Hamon Training, Hamon Charges 1d6 2nd +2 Life Force, Sendo Hamon Overdrive (2d6) 1d6 3rd +2 Hamon Style, Breathing Flux 1d6 4th +2 Ability Score Improvement 1d6 5th +3 Extra Attack, Hamon Breathing Walk, Hamon Style Feature 1d8 6th +3 Ability Score Improvement 1d8 7th +3 Sendo Hamon Overdrive (3d6), Hamon Style Feature 1d8 8th +3 Ability Score Improvement 1d8 9th +4 Hamon Defense 1d8 10th +4 Hamon Style Feature 1d8 11th +4 Undead Hunter 1d10 12th +4 Ability Score Improvement 1d10 13th +5 Sendo Hamon Overdrive (4d6) 1d10 14th +5 Stronger Lungs 1d10 15th +5 Ability Score Improvement, Hamon Style Feature 1d10 16th +5 Sendo Hamon Overdrive (5d6) 1d10 17th +6 Slowed Aging 1d12 18th +6 Ability Score Improvement 1d12 19th +6 Hamon Style Feature 1d12 20th +6 Final Hamon 1d12 Quick Build Make Constitution your highest stat followed by Either Strength or Dexterity and choose the Nomad background. Hamon Users As a hamon user, you gain the following class features. Hit Points Hit Dice: 1d8 per hamon user level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hamon user level after 1st Proficiencies Armor: Light Armor Weapons: Simple and Martial Weapons Tools: Choose one type of artisan's tools or musical instrument Saving Throws: Constitution and Strength Skills: Choose three of the following: Atlhetics, Acrobatics, Arcana, Deception, Insight, Nature, Performance, Persuasion or Sleight of Hand. Equipment (a) two simple weapons or (b) a longsword (a) a dungeoneer's pack or (b) an explorer's pack Leather armor and a hand crossbow and 20 bolts Hamon Training At 1st level, your training of the special breathing tecnique known as hamon has allowed you to go against all types of foes, especially undead ones. You are able to deal 1d6 bludgeoning damage on your unarmed strikes instead of the normal damage (This ability scales as you level up dealing 1d8 at 7th level and 1d10 at 15th level). You are able to spend 1 hamon charge to activate the hamon breathing technique and deal 1d6 force damage to the first attack on your turn in all weapons and unarmed strikes for 1 minute (This ability scales as you level up dealing 1d8 at 5th level, 1d10 at 9th level and 1d12 at 17th level). Hamon Charges At 1st level you are able to spend hamon charges to use the vast amount of abilities that your training provided you with. The amount of Hamon Charges you have is equal to: your current level + your Constitution modifier. If you need to force a creature to make a Saving Throw the DC is 8 + your proficiency bonus + your Constitution modifier You regain all of them at the end of a long rest.
Life Force At 2nd level, you have a special connection with nature and all living things touched by the Sun. You are able to spend 2 Hamon Charges as an action to make a creature that you touch gain hitpoints equal to double your current level. You can use this ability an amount equal to your Constitution modifier. Sendo Hamon Overdrive At 2nd level, you are able to send a wave of hamon through a solid surface, creating an area of pure energy foward on the ground. You can use an Action to spend 1 hamon charge to sense every creature within 90 feet of you, even behind walls no longer than 3 feet thick. You may choose to spend 1 more hamon charge and turn it into an attack and make every creature in a 15 feet cone from you must make a Dexterity Saving Throw. If it fails it takes 2d6 force damage and half as much on a succesful save. This scales to 3d6 at 7th level, 4d6 at 13th level and 5d6 at 16th level. Hamon Style At 3rd level, you are able to choose one of the following styles of hamon: the Style of the Gentleman, the Style of the Trickster, the Style of the Flamboyiant and The Style of Spin. Breathing Flux At 3rd level, you are able to take some time and stabilize your breathing. You can use an action to take a deep breath and calm yourself, making it so that you can recover Hamon Charges equal half your level rounded up. You regain this ability after a short rest or long rest. Ability Score Improvement When you reach 4th level, and again at 6th 8th, 12th, 15th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beggining at 5th level, you can attack twice, instead of once, whenever you take the Attack action in your turn. Hamon Breathing Walk At 5th level, you are able to use hamon on your hands and feet to be able to climb walls and walk on water at your normal speed while your breathing is active. Hamon Defense At 9th level, you gain the ability to make your body take every kind of physical beating and resist to it without great consequences. When you are hit with an attack you can spend 3 hamon charges as reaction to gain +2 to AC until the start of your next turn. Undead Hunter At 11th level, due to your extensive research and battles to find, hunt, and kill undead creatures, you gain resistance to necrotic damage as well as 10 feet of extra speed. Stronger Lungs At 14th level, you trained your lungs for longs periods of time, and the result was lungs capable of holding way more air. You are able to use hamon breathing for 5 minutes. While you are underwater you also gain the ability to breath for that amount of time. Slowed Aging At 17th level, because of your extensive training and use of hamon gain the ability of aging slower. 5 years feels like 1 year to you and your body. Final Hamon At 20th level, you are able to push your body pass your limits in dificult situations and is now able to enter a panicked state instead of your breathing state. You use all of your Hamon Charges (minimum of 5) to enter a panicked state where you are resistant to all damage except psychic and deal and extra 2d10 force damage to all weapon and unarmed strikes. You are also able to end your panicked state earlier by using all of your hamon charges and sending a Sendo Hamon Overdrive to the ground in an circle area of 15 feet. Everyone in the area must make a DC Constitution Saving Throw of your hamon charge DC or take 8d10 force damage on a failed save and half as much on a succesful one. After using this ability you gain three levels of exhaustion and may only get Hamon Charges back with a long rest. You regain this ability once you lose all levels of exhaustion. Hamon Styles The Hamon Users are very versatile and well-rounded. But some of them choose to go into specific areas that best fit their personality and abilities. Style of the Gentleman This breathing style is for the people with good hearts and a gentle soul that take pride in helping people in need while humbling themselves. You are supportive and protective of you and your teammates. But be careful, for even the most powerful man in the world fears the wrath of a gentle soul. True Solar Energy At 3rd level, Your devotion to kill the unholy creatures of the world makes your power become the light that burns not with the heat of fire but the heat of love. The damage you deal using your hamon features becomes radiant instead of force and you gain 60 feet darkvision.
Forced Hamon Breathing At 3rd level, you are able to use your hamon energy to forcefully liberate someone's. Spend 1 Hamon Charge as a bonus action to temporarily unlock that creature's Hamon Breath. When you do so, that creature gains an extra 1d6 Radiant Damage to the first weapon attack every turn for 1 minute. This ability scales with your Hamon Damage. Sunlight Yellow Overdrive At 5th level, you are overflowing with energy that you learned liberate in the best way to kill the hordes of undead and fiends and immediately give it your all. You may spend 4 hamon charges as a bonus action to make your next attack deal 3d6 radiant damage. The damage you deal becomes 4d6 at 9th level, 5d6 at 13th level and 6d6 at 17th level. Gentle Soul At 7th level, you are a gentle soul that tries to give aid to anyone who needs. As a bonus action, you are able to give advantage on a Saving Throw to an ally within 30 feet from you until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus. Cheerful Narration At 10th level, you can narrate what your ally is doing in imense detail and drama. As a reaction you can make them roll an additional 1d6 to ability checks and saving throws. You are able to use this ablity as many times as your proficiency bonus. At 16th level this becomes a 1d8. Gentleman Cure At 15th level, you are capable of use the Life Force feature as a bonus action while also adding 2d8 + your Constitution modifier to the hit points healed. The Vampire Killer At 19th level, after long and meticulous study on Hamon and it's effects on undead you gain the ability to completely protect yourself and your allies from them. While your Hamon Breathing is active you emit an aura of Hamon with a distance of 10 feet that makes everyone in it immune to necrotic damage and the frightened condition. Style of the Trickster This breathing style is for those who scheme and strategise the best course of action and always have a backup plan. You are sneaky, tricky and is always thinking to not let your group down. Deflect Missile Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level. If you reduce the damage to 0, you can catch the missile if you have at least one hand free. If you catch a missile in this way, you can spend 2 Hamon Charges to make a ranged attack with a range of (20/60) using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. This ability becomes stronger making you able to stop and throw back even bigger projectiles at 8th level (2d10) and then again at 16th level (3d10). Hamon Trap At 3rd level, you are able to pull off a surprise attack when the enemy least expects it. As an action, you are able to spend 2 hamon charges to infuse hamon in an object Large or smaller, by doing so you can hold your hamon for 5 minutes (as if you were concentrating on a spell) and when you feel the time is right you can use your reaction to release your hamon as if it was a time-bomb doing 2d10 force damage. The way your hamon is released could be released as shocklike energy or in a specific way (such as a bottle exploding it's cap or a door opening in the enemy's face) at your DM's discretion. The time is augmented by 5 minutes for every 1 extra hamon charge spended on this feature. The damage becomes 3d10 at 5th level, 4d10 at 9th level and 5d10 at 17th level. Next thing you'll say... At 5 level, You become a sly dog capable of reading body language to such an extent it's like you've seen the future. You can spend 2 Hamon Charges as an action to force an enemy to do a Charisma Saving Throw against your Hamon DC and if they fail, you'll say what the creature was about about to do or say before they do it, they'll then be stunned until the start of it's next turn. Secret Technique At 7th level, you know when to fight and you know when to not... so now it's the time to RUN AWAY. You are able to spend 2 hamon charges as a bonus action to add an extra 20 feet to your movement speed for 1 minute and while this is active you do not provoke opportunity attacks. Hamon Beat At 10th level, You can not only harness, but multiply the energy of the Sun. You can spend 4 hamon charges to concentrate the energy of the Sun within yourself and into a 25 feet Line of sunlight dealing different 3d8 fire damage. The damage becomes 4d8 at 16th level and 5d8 at 19th level. Crazy Rhythm At 15th level, you can feel your own heart's beat, and get in sync with it to gain maximum power. Instead of using your usual Hamon Breathing You can spend 5 hamon charges to syncronize your movements to your own heartbeat, doing so will make you deal an extra 3d6 to all of your attacks. It also makes it work like concentration. If you use any movement speed while this ability is active, it ends.
Last Gift At 19th level, you are able to use the last forces of your group to help defeat the current threat in their name and vice-versa. if an ally dies in battle, you get the last of forces of their forces and is able to immediately use Final Hamon until it's end. Alternatively, if you die in battle you may give your last energy to your allies. Every allied creature within 30 feet may choose one of the following benefits. Regain Hitpoints equal to double your level. Regain Spell Slots of 5th level or less equal to the number of your proficiency bonus. Regain half of their class resource current maximum and an amount equal to half your level (rounded up) of Temporary Hit Points. (Exemple: Fighter's Action Surge and Indomitable, Druid's Wild Shape, Barbarian's Rage, etc.) Flamboyiant Style This breathing style is for those who hog the spotlight with grace and beauty while still being deadly. You are a agile person with the collective ability of attack of a battalion that is able to sneak throw most attacks and social interactions gracefully. Sendo Heavy Kick You are able to infuse your legs with more hamon than your fist. Starting at 3rd level, whenever you take the attack action, you may spend 1 hamon charge as a bonus action to do two unarmed strikes with kicks. This feature evolves and you are able to deal three unarmed strikes at 9th level and four at 15th level. Sparkling Agility Starting 3rd level, you have a great speed that makes you capable of getting out of a sticky situation while still looking marvelous. You can use a bonus action to either take a Dash or Disengage action. Charming Energy At 5th level, You have such a style and way with words that would make even the most silent of assassins want to talk to you and seduce succubi so much that they blush. You gain proficiency in Charisma Saving Throws and choose one of the following skills to be proficient with: Deception, Performance or Persuasion. If you already have proficiency in them you can double your proficiency. Superior Technique At 7th level, you become more advanced in the fundamentals of hamon and is able to use them in more effective ways. You are able to spend 3 hamon charges to make every attack you make on your current turn have the effect of hamon training. "I Never Fail" Starting at 10th level, even if the dice say that you fail something, you refuse to accept it and challenge fate itself to succeed. You are able to spend 4 hamon charges as a reaction to any ability check or saving throw that you fail at and reroll the dice to try and succeed, you must use the new roll regardless of what the new roll is. You may use this feature a number equal to your Constitution Saving Throw (minimum of 1). Graceful Dodge When you arrive at 15th level, your agility is now only matched by your stunning style. If you are forced to do a Dexterity Saving Throw that makes you take half damage if you pass and full damage if you fail, you instead take half damage if you fail and no damage if you pass. Spear of Energy By 19th level, your ability to poke at your enemies is only augmented. You gain the following abilities: All of your melee attacks gain an extra 10 feet of range. If you hit a melee attack at your enemy, you are able to attack two enemies that are within 5 feet of of them as part of the same attack action. If you walk 10 feet of movement before attacking your enemy, you deal an extra force damage of 1d8 + your Constitution modifier to the attack. Spin Style A branch of Hamon that has it's origin in torture methods. This style is all about precision and force, a cold and methodical person using this style will be able to make even the mightiest of dragons to scream. Torturer's Weapons At 3rd level, you are able to wield any one-handed weapon as if you were a executioner with years of experience on it. During a Long rest you may turn one weapon without the Two-handed property of your choice into a Torturer Weapon, making it so it has a finesse property and may use Dexterity instead of Strength to attack. You may have a quantity of Torturer Weapons equal to your proficiency bonus. If you try to make more weapons you must choose one weapon to lose this property. All of your current Torturer Weapons lose this property if you die. Spin At 3rd level, you are able to spin and throw one of your Torturer's Weapons regardless of it's weight and shape. The weapon has a range of (30/60) feet. You are then able to use a bonus action so it returns to your hand. If the weapon already has the Thrown property, the range doubles.
Golden Ratio At 5th level, you are able to change the trajectory of any thrown weapon. If you miss an attack you are able to spend 2 hamon charge to reroll the dice, potentiatly turning a miss into a hit. You are only able to do this once per Attack action. You are able to do this twice per Attack action at 10th level and thrice at 15th level. Spin Treatment At 7th level, you are able to spend 2 hamon charges as an Action to rotate a creature's body, making that part go numb and making the creature gain 10 temporary hit points. The amount of temporary hit points that a creature gains becomes 15 at 15th level. Elemental Shield At 10th level, you are able to spend 2 hamon charges to weave the elements around you to make a elemental shield, making you resistant to any non-magical piercing, bludgeoning and slashing damage for the duration while also being akin to concentration. If you lose concentration on the Elemental Shield your Hamon Breathing will still act as normal. Ball Breaker At 15th level, you are able to overcharge anything you throw spending 5 hamon charges. You deal an extra 4d10 force damage for that attack. Perfect rotation At 19th level, you are able to spend 5 hamon charges to try to create a perfect rotation making golden ratios in all of your body. You are able to use the perfect rotation to make the next attack you with a weapon with the Thrown property to turn a attack that missed the value needed to succeed. It can only be used once per turn.