Monk
Base Class: Monk

Monks of the Way of Time have spent years studying chronomancy, learning how time moves and how it creates balance.  These monks manipulate time, using it as a means of keeping this balance, taking what they have learned and using it to reverse, slow, and otherwise impact the flow of time as they fight and defend themselves and the world around them.

Monks of the Way of Time equip themselves with arcane energy that they tap into to change the flow of time.  With a simple tug, they can reset, reverse, and rush forward, though they must be careful, because time is fragile, and too powerful manipulation could rip a whole in the balance between time and space, entirely destroying the world around them.

Based on the "Way of Chronomancy" created by ajblackout

Momentary Manipulation

Upon choosing this tradition at 3rd level, you are able to manipulate brief snippets of time to your advantage.  You can freeze, slow, and reverse time to perform your Flurry of Blows with the benefit of time manipulation.  You gain the following benefits, one of which you can perform each turn.

Frozen Flurry. You can stop time for a brief moment to travel before your attack.  You can move up to 15 feet in any direction before you make your Flurry of Blows, which you can make on any creature within this range instead of the one you originally hit.

Slowed Strikes. You can slow down time for a brief moment for all but yourself to get in extra hits.  You may make an additional unarmed strike with your Flurry of Blows, making three total strikes.

Reversed Travel. You can reverse time for a brief moment to return to where you came from.  If you moved on your turn, immediately after making your Flurry of Blows, you can move back to where you began your turn at the cost of no movement and end your turn there.

Control Over Timelines

Starting at 6th level, you are able to use your time manipulation to direct yourself and your allies down one of your chosen timelines. At 6th level, you may choose two of the many timelines to focus on (with one additional choice at both 11th and 17th level). You can use an action to spend 2 ki points to emit one of these auras.  The aura sends your group down the timeline of your choice. Your aura has a 30 foot radius, centered on you. Your aura lasts one minute, or until you are incapacitated or die. You can only have one aura active at a time, and can create one a number of times equal to your proficiency bonus. The options you may choose from are as follows; Safest Timeline, Bloodiest Timeline, Obscurest Timeline, Cleverest Timeline, Toughest Timeline, and Friendliest Timeline. 

Bloodiest Timeline

When you activate this timeline, you and up to five creatures of your choice within 30ft have advantage on all weapon attacks while in your aura. The aura lasts for one minute or until you are incapacitated or made unconscious.

Cleverest Timeline

When activated, you and up to five creatures of your choice within 30ft have advantages on Wisdom and Intelligence ability checks for one minute, they leave the aura, you become incapacitated or, you are rendered unconscious.

Friendliest Timeline

While active you and up to five creatures of your choice within 30ft may add your Wisdom bonus (minimum of one) to any Charisma ability checks and become immune to charm effects while in the aura. Your aura lasts for one minute or until you are knocked unconscious of incapacitated. 

Obscurest Timeline

When you activate this timeline, you and up to five creature of your choice within 30ft have advantage on stealth and other checks to remain hidden while in your aura for the duration.

Safest Timeline

When you activate this timeline, you and up to five creatures of your choice within 30ft have advantage on all saving throws while in your aura for one minute or you are incapacitated or fall unconscious.

Toughest Timeline

When activated you and up to five creatures of your choice within 30ft gain advantage of Strength and Dexterity ability checks while your aura for the duration.

Timeline Strikes

At 11th level, you are able to enter a weapon of your choice into the flow of time.  At the end of each long rest, you take out a melee monk weapon and make five attacks at the air in front of you.  These attacks are placed into the time stream, for you to take out and apply at any time later.

Five times between each long rest, as part of your turn, you can spend 1 ki point to administer one of these strikes to a target of your choice you can see within 60 feet of you.  This strike automatically hits, dealing the weapons normal damage plus 2d6 psychic damage as the energy of the time stream penetrates them through the attack.  You can apply more than one strike per turn, spending an extra ki point for each strike.

When you take a long rest, any unused strikes disappear into the time stream.  You then replenish all five of your strikes at the end of your long rest.

Stop the Flow

Starting at 17th level, your manipulation of time becomes powerful enough that you can fully stop it.  As an action, you can spend 3 ki points to freeze time fully for one moment.  Until the end of your next turn time is frozen around you completely.  You can choose additional creatures who you can see within 120 ft to be unfrozen in time with you, spending 1 ki point for each additional creature.  During this time, you spend one full round (6 seconds) where only those who are not frozen take their turns.  Time unfreezes again at the end of your next turn.

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