Base Class: Monk
A wood-elf dressed in a burnt orange cloak descends the outer wall of the city into the ranks of the orcs and goblin invaders. You, a city guard watch on in awe as all you see is an orange blur tearing through the enemy ranks. Dozens of invaders keel over in a matter of seconds and in the blink of an eye the same wood-elf is standing next to you.
Time-Reaver monks are that of an order that hails back to ancient times known as the Order of the Bronze Salamanders. The Order of the Bronze Salamander is an ancient organization that holds no allegiance to any one nation. Throughout the ranks of the Bronze Salamanders there are a select few who have mastered the art of warping space and time within a localized area known as Time-Reaver's, these select individuals possess an innate connection to the world around them seeing a multitude of possible timelines and acting upon them accordingly. Members of the Bronze Salamanders can spend years training and honing their Ki, attempting to learn and master these ancient arts but only a select few who have shown promise from a young age are ever truly successful.
Through your studies and harnessing your Ki to focus the power of time you are considered proficient in history.
Reverberating Strikes
Starting at 3rd level you learn to harness and focus your Ki around your fist allowing you to warp time at the split second your fist connects with the enemy its as if an extra blow struck them.
Any unarmed strike deals an extra 1D4 bludgeoning damage. Increasing to 2D4 at 6th level, 3D4 at 11th level, and 4D4 at 17th level.
Static Strike
Starting at 6th level , you may spend a Ki point to stop time for a split second striking your target with multiple successive blows, focusing on their pressure points and leaving behind a small mote of time. For the duration your target is under the effects of Slow (12 seconds - no concentration)
Static strike attacks are made at disadvantage.
Time Step
Starting at 11th level, you spend a Ki point to stop time around you for the duration of your turn (6 seconds) you may take your movement and actions as normal for the duration.
While time is frozen enemy's you pass by may not take reactions against you. Any creature you attack while in time step has advantage.
Palm of the Salamander
Starting at 17th level, you may spend 3 Ki points to strike your target with an open palm forcing them to make a (8+Wis+proficiency) Constitution saving throw. On a failure they take 10D10 Necrotic Damage, age the number of years per damage taken, and have disadvantage imposed upon all attack roles till the end of their next turn. On a successful save they take half damage.
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