Monk
Base Class: Monk

Dunamis Hunters study the arcane art of dunamancy and learn its properties in order to practice short-term divination while fighting. They are quick with melee combat, but they also have the ability to cast powerful dunamantic spells that can rival that of a wizard or sorcerer.

Dunamis Hunters are usually bounty hunters, mercenaries, or hired muscle. They are well sought after for their unique fighting talents, and are usually paid handsomely for their efforts by gangs, large corporations, or even empires in need of guards. 

The core of the Dunamis Hunter's fighting style resides in their short-term divination. They can master the ability to carefully perceive the movements of their enemy, and then travel back in time about 6 seconds in order to "predict" the movements of their foe. They let their magic and enhanced sight guide their strikes and their movements, and become some of the most powerful and unstoppable fighters in the land.

Chronomantic Strike

At 3rd level, you gain the ability to imbue your strikes with the power of chronomancy. When a foe dodges your attack, you reverse time momentarily in order to counter their doge and strike them. Once per turn, you can spend a key point to re-roll an attack roll. You have advantage on your re-roll, because you know exactly where the enemy is about to move. 

Also, when you use this ability, you ignore any disadvantage on attack rolls caused by the target taking the dodge action.

Dunamis Reflex

At 6th level, your reflexes grow stronger through learning the movements of your surroundings and then reversing time. If you or a creature within 10ft of you fails a DEX saving throw, you can use your reaction to move yourself or them out of the way of the danger, causing the creature to succeed instead. You may only use this ability on one creature at a time. You may use this ability an amount of times equal to your proficiency bonus per day.

Perfected Strike

At 6th level, you learn to manipulate time in order to find the exact second where a foe is revealing a vulnerable point on their body, and take your chance to strike at it. Once per day, when you hit a creature with an attack, you can peer through the next few seconds to find when and where they are vulnerable. You may then spend 3 Ki points to make the attack act as a Natural 20. The damage is doubled, and the creature also must make a CON save against your save DC or become stunned until the start of your next turn.

You can use this ability twice per day once you reach 17th level.

Dunamancy Spells

Also at 6th level, you learn to channel your Ki through a spellcasting focus (which can be your fists) in order to cast a dunamancy spell with a number of Ki points. The number of spells you can cast increases at certain levels, listed below:

6th level - Revivify (You reverse the time on a soul of a creature and return it to it's former living state) | 3 Ki points

8th level - Gravity sinkhole (You create a mass to manipulate time and gravity within a certain radius) | 4 Ki points

15th level - Reverse Gravity (You reverse the gravity of an area) | 7 Ki points

17th level - Temporal Recall (You learn a short-term time-reversal spell developed by the first Dunamis Hunters) | 10 Ki points

18th level - Time Stop (You stop the passage of time for several seconds) | 12 Ki points

20th level - Time Ravage (You hasten the flow of time for a creature, causing them to age at a tremendous rate) | 15 Ki points

Temporal Flurry of Fury

At 11th level, you gain the ability to slow the passage of time around you and hasten the movement of your muscles and neurons. When you choose to use the Flurry of Blows ability, you may use it a second time for free on the same turn without expending a Ki point. You can use this ability once per day, and then twice per day at 15th level.

Temporal Recall

At 17th level, you can spend 5 Ki points to cast the spell "Temporal Recall", a very powerful 9th level spell developed by the first Dunamis Hunters. You may use this ability once per day.

Temporal Recall: 

As an action, you channel your Ki through your very veins and thrust your fists into the ground, placing a "Temporal Mark" into the earth beneath you. A large brass-coloured ring forms around you with a radius of 60ft. Every creature in the ring must take note of their current hitpoints.

The spell has no effect until you choose to activate the circle. You must activate it as a free action within 3 rounds of placing the mark, otherwise the spell is lost. On activation, time within the circle slows to a halt, then begins to reverse. In the few seconds when time is reversing within the circle, the barrier around it hardens, and no matter of any kind may pass through it. The circle reverses time back to the millisecond when the Temporal Mark was placed. All creatures within the circle return to the state they were in when the Mark was placed. Any creatures who took damage, died, or healed, are returned to the amount of hitpoints they had when the mark was placed. This spell is very tolling on the mind of it's caster and is therefor limited in it's power; any abilities used, movement taken, or spell slots expended by any creature in the circle between the Mark and the Activation are not reversed. The reversal only affects hitpoints. The reversal also takes exactly 2 rounds, although this time only passes for those outside the circle and not inside.

Once time has finished reversing within the circle, the barrier softens and matter may pass through again. Any creatures who had died between the Mark and the Activation are revived, and returned to the amount of hitpoints they had at the time of the Mark.

Any creatures who observe time reverse within the circle from the outside of it must make an INT saving throw on their turn against your save DC. On a success, they are able to perceive the mind-bending visual of time reversing for creatures within the circle. On a failure, the creature fails to wrap their head around what their eyes are seeing and they take 4d12 psychic damage. Any creatures who are blind or use their action to look away do not have to make another INT save on their turn.

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