Thanks so much for your advice!
>Ripple Breathing
Ya, it is a bit much, isn't it. I think I'm going to change it to "Your unarmed strikes count as radiant for overcoming resistances of undead and fiendish creatures" like the Zombie undead fortitude. This sorta get replaced by the level 9 feature, but not entirely. If you have some other suggestion, that would be great (maybe some effect? +1 Radiant damage against Feinds and Undead instead of the d6?)
>Overdrive
I'll throw in the bonus against undead and Feinds here
>Zoom Punch
Ya, it's nice to have, but not super useful
>Healing Hamon
The Martial Arts die +Wis is actully a really good idea! Makes it more of its own thing
>Water Walking
Well, sorta. But they can't end their turn on the water, so it's not fully outclassed. It's mostly a flavor ability anyway
>Metal Silver Overdrive
While that is true, they don't get as much out of it as Kensai. It's good, but needing go drop a Ki point for every encounter, and needing to burn the chance of getting the extra wisdom or dex from ASIs, it's not that great. Plus, would polarm master even be worth it with unarmed strikes being better?
>Rebuff Overdrive
Oh hush you.
>Scarlet Overdrive
I know right? Poor them
>Sunlight Yellow Overdrive
Isn't 4 a lot already? Though I guess you get them back on a half short rest, so would 6 be more appropriate? That's 8 ki points if you also proc Overdrive once. Assuming everything hits and the foe is undead or a fiend, that's 6d6raidiant +4d8 +20 bludenging, which ends up as around 72 damage single target (69 if it's not undead. Assuming 20 Dex). Thats... a lot, but that's nearly all of your ki in one round, adding up to 9 points. Paladins can do similar damage (possibly more with GWM or PAM), and still have Spellslots left. So... Is 6 the right change?
>Sendo Ripple Overdrive
Well...I completely forgot about stunning strike. Maybe up to to paralyzed? Or maybe change it to a wis safe for Fear?