Monk
Base Class: Monk

Warriors of the Broken Hour learn to perceive their own existence as a sequence of moments rather than an unbroken passage through time. Through intense discipline, they can remove the moments between one step and the next, revisit places they occupied seconds before, and even draw upon actions they have yet to perform.

As their mastery grows, these warriors learn to reach beyond their own chronology. A strike can land long after the fist was thrown, an unlikely future can replace the present, and moments borrowed from the future can be spent before they ever occur.

Warrior of the Broken Hour Features

Monk Level Feature
3 Skipped Moment, Recalled Step
6 Altered Outcome, Delayed Strike
11 Borrowed Time
17 Master of Your Moment

Level 3: Skipped Moment

Level 3

Whenever you expend movement on your turn, you can teleport instead of moving normally, expending 1 foot of movement for every 1 foot you teleport. You can divide your movement between normal movement and this teleportation however you wish and can teleport any number of times during the same turn, provided you have movement remaining.

Each teleport must end in an unoccupied space you can see. You can teleport vertically, and the destination doesn't need to be on a surface capable of supporting you. If you aren't supported after teleporting, you fall as normal.

Any effect that increases the movement available to you, such as taking the Dash action or using Step of the Wind, also increases the movement you can expend with this feature.

Level 3: Recalled Step

Level 3

Once on each of your turns, after you have moved or teleported at least 10 feet, you can expend 1 Focus Point to teleport to an unoccupied space you occupied earlier during the current turn. This teleportation doesn't expend your movement.

Level 6: Altered Outcome

Level 6

When you or another creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can take a Reaction and expend 2 Focus Points to roll your Martial Arts die. You do so after the d20 is rolled but before the outcome is determined. You then choose to add or subtract the number rolled on your Martial Arts die from the triggering roll.

Once you use this feature, you can't use it again until the start of your next turn.

Level 6: Delayed Strike

Level 6

Once on each of your turns when you hit a creature with an Unarmed Strike, you can delay the strike's damage. Roll the damage normally, but the target takes none of that damage yet. Record the total rolled.

At any point before the end of your next turn, you can cause the delayed strike to take effect without taking an action. The target immediately takes the recorded damage, regardless of its distance from you, provided it is on the same plane of existence. When you cause the delayed strike to take effect, choose one of the following effects:

Displaced Moment. Immediately after taking the damage, the target teleports up to 10 feet to an unoccupied space you can see within 10 feet of it.

Stolen Moment. The target can't take Reactions until the start of its next turn.

If you haven't caused the delayed strike to take effect by the end of your next turn, it occurs immediately without either additional effect. You can have only one Delayed Strike at a time.

Level 11: Borrowed Time

Level 11

You can reach forward along your own timeline and claim actions and movement before you were meant to perform them. You gain the following benefits.

Future Strike

Once on each of your turns, you can make one Unarmed Strike without taking an action. When you do, you borrow that attack from your next turn. The next time you take the Attack action on your next turn, you can make only one attack as part of that action, regardless of features such as Extra Attack.

You can't use Future Strike again until the end of your next turn.

Future Step

Once on each of your turns, you can borrow movement from your next turn. Choose a distance up to half your Speed. Your available movement increases by that distance for the current turn. At the start of your next turn, your available movement is reduced by the same distance.

You can't use Future Step again until the end of that turn. Movement gained through this feature can be expended using Skipped Moment as normal.

Level 17: Master of Your Moment

Level 17

At the end of your turn, you can immediately take another turn. At the start of this additional turn, you regain your Reaction. Any reductions or restrictions affecting you as a result of Borrowed Time immediately end. You it can activate this feature without using an Action

During this additional turn, you can't use Borrowed Time or Master of Your Moment. Once you use this feature, you can't use it again until you finish a Long Rest.

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