Monk
Base Class: Monk

NOTE: This is my first ever homebrew subclass, so it's liable to be quite unbalanced. Feel free to let me know what you think and how I can improve it!

Through the Way of the Temporal Fist, you master the ability to control time itself. By harnessing the energy of time, you can defy the laws of causality by stopping time, rewinding time, causing paradoxes, and even stepping outside of the flow of time to get the drop on an unsuspecting enemy.

Time Manipulation

Upon choosing this tradition at third level, you learn to use your ki to manipulate time in small ways to gain an advantage in a fight. You gain the following abilities:

Entropy Change

  • As an action, you can touch a medium or smaller object and reverse its entropy, thus returning it to a previous state. Examples would be reversing a cooked egg back to its original state, taking a broken table and returning it to its original, unbroken condition, or taking ashes and turning it back into unburnt wood. If used on objects larger than medium, it affects only a 6 ft diameter, 1-foot-deep area. The reversed object returns to its previous location. This ability does not work on anything biological, and it cannot heal or restore life.
  • As an action, you can touch a medium or smaller object and accelerate its entropy, thus aging it at an accelerated rate. Examples of this would be aging a wine, advancing the development of rust on prison bars and causing them to become weak, and accelerating the evaporation of water. If used on objects larger than medium, it affects only a 6 ft diameter, 1-foot-deep area. Note that this ability only accelerates what is already taking place; it will not cook an egg if the egg isn't already cooking.

Action Reversal

  • As an action or as a reaction to any attack that would hit you or an ally, you can reverse the last action taken by a creature you can see within 60 feet of you, effectively nullifying their last turn. When you use this action, the creature must make a constitution saving throw against your ki save DC. On a success, the creature is unaffected. On a failure, the creature's entire last turn plays out in reverse, undoing all their actions, no matter how impactful, and leaving them in the same position and condition they were in at the start of their turn. Injuries the creature may have inflicted or damage they may have caused in their turn are also reversed. Note that this ability does not reverse time, it only reverses the creature's action. Time moves normally for everything else. After this ability is successfully used, it cannot be used again until after a short or long rest.

Improved Time Manipulation

At sixth level, you learn to manipulate the flow of time in more profound ways. You can now reverse and accelerate entropy on large objects. In addition, you gain the following abilities:

Time Leap

As a reaction to a melee or ranged attack that would hit you, you can spend a ki point and leap a couple seconds into the future to avoid the attack. After 2 seconds have passed, you will reappear in a location of your choosing within 10 feet of the place you vanished from. If you are within 5 feet of an opponent, you get to make an opportunity attack against them for free.

Time Decelerate

As an action, you can slow down time for everything except yourself for 1d4 + 2 rounds. While in this state, you gain the following benefits:

  • When you use Flurry of Blows, you make three unarmed strikes instead of just two.
  • All melee attacks have disadvantage against you, and you have advantage on dexterity saving throws.
  • Your speed increases an additional 10 feet.

You cannot use this feature again until after a long rest.

Temporal Mastery

At 11th level, your power over time expands to new heights, so much so that you are now able to impose your will on the very cogs of time and bring them to a screeching halt or completely reverse their motion. You gain the following abilities:

Time Rewind

You can use an action to rewind time by up to three rounds. When time resumes, events unfold as they did originally, but you can alter their outcomes. Consequently, you gain advantage against attacks made before the time reversal, and you can't be surprised by events that occurred before it. After you use this feature, you cannot use it again until after a long rest.

Time Stop

As an action or a reaction against any attack that would hit you, you can spend 4 ki points and stop time for a brief moment, during which you can freely interact with the environment. While time is stopped, all objects are frozen and everyone besides yourself is unaware that time is frozen. While time is frozen, you can move a distance equal to half your speed and take one action. Any attack made against an opponent while time is stopped is made with advantage and you get to add your wisdom modifier to attack rolls and damage. Any object around you can be freely interacted with and moved and will freeze in time once more after being let go. Any object thrown will freeze in time once it leaves your hand but will maintain its momentum and continue on its path once time resumes.

Temporal Ascendancy

At 17th level, your power over time has reached near god-like levels. When time is stopped, you can now take two actions instead of just one. In addition, you gain the following abilities:

Temporal Paradox

As an action, you can spend 4 ki points to trap your opponent in a time paradox. To do so you, you must set a trigger. The trigger can be any action your opponent may take, whether it be picking an item up off the ground or attacking an ally or yourself. Setting the trigger costs an action, but the ki points are only expended if the opponent falls for the trap. Once caught in the paradox, the opponent will repeat the same few seconds attempting their action over and over like a broken record. Every subsequent round, on their turn, they must make a wisdom saving throw against your ki save DC. On a success, they break free of the paradox. On a failure, they remain trapped for another round.

Temporal Annihilation 

As an action, you can attempt to transport yourself and your opponent to a realm completely outside of time for 1d4 + 3 rounds. Make an unarmed strike. On a hit, the opponent must make a constitution saving throw against your ki save DC. On a success, nothing happens. On a failure, you successfully transport yourself and your opponent. While here, the following benefits and drawbacks are in effect:

  •  You have advantage on all attacks and saving throws.
  • Any successful attack you make is automatically a critical hit.
  • Your opponent has disadvantage on all attacks against you.
  • If you manage to deplete your opponent to 0 hp while in this realm, the opponent dies instantly and is completely erased from the timeline; No one, besides yourself, will have any memory of him, and all of the opponent's actions on the world will have never happened, as if they had never existed.
  • If you fail to kill your opponent before your time depletes, you and your opponent will return to your original location in the same instant that you left, and everything that had transpired will have no effect. Your opponent will recover all hit points, spell slots, and other resources spent while in the realm, and he will have no memory of what had happened.

After this ability is used, it cannot be used again for 1d6 days.

 

 

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