Monk
Base Class: Monk

The Zerth Cenobite is a student of time and the body’s movement through it. For the Cenobite, time has become simply another dimension to move through. The teachings of the Zerthin style have been passed down through Githzerai monks from deep within the plane of Limbo. A useful subclass for a creative player that rewards forward thinking. It is a great for Banishing the biggest threat in an encounter to make it easier on the rest of the team. It is also a near-impossible class to kill with its ability to become temporarily invulnerable or step forward in time to evade danger on top of a monk’s regular tendency to skirt death.

Temporal Strike

Starting at 3rd level, you gain the ability to send enemies forward in time with an unarmed strike. When you hit a creature with an Unarmed Strike, the creature must succeed on a Wisdom saving throw or disappear for a number of rounds equal to your Monk level. On a successful save, the creature disappears until the start of their next turn. Once you use this ability, it cannot be used again until you finish a short rest.

Future Sight

Also at 3rd level, you can spend 1 Ki Point to cast the spell Augury without material components.

Timeless Step

At 6th level, you are able to step forward in time as an action. You can travel into the future a number of rounds equal to your Monk level. To the rest of the world, you have effectively disappeared in a soft flash of light, ceasing to exist for the chosen number of rounds- at the start of your turn. Once you use this ability, it cannot be used again until you finish a short rest.

Temporal Acceleration

At 11th level, you may spend 1 Ki point to accelerate time for one round, gaining an extra action and doubling your movement speed for that round. Once you use this ability, you may not use it again until you complete a long rest.

 

Temporal Distillation

At 17th level, you can emerge from mortal peril unscathed by entering an alternate timeline where no harm has befallen you. At the start of any round (regardless of any and all status conditions affecting you), you may use this ability to return to your state at the beginning of the previous round. Any status conditions, changes to your hit point values, spells cast upon you, or movement taken or imposed upon you since the start of your last turn is removed. This does not change the results of any rolls or uses of abilities since the last round, just your bodily status and position since the last round. No other creatures are affected by this ability. Once this ability is used, it cannot be used again until you finish a long rest.

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