Monk
Base Class: Monk

Monks who follow the Way of the Chronal Fist have learned to manipulate time and space to their advantage. These monks believe that by mastering the flow of time, they can achieve a greater understanding of the universe and their place in it.

Chronal Fist Techniques

Starting at 3rd level, you gain access to Chronal Fist Techniques. You learn a technique of your choice from the list below, and you gain an additional technique at 6th, 11th, and 17th level.

Chrono Shield

As a reaction when you take damage, you can spend 1 ki point to create a barrier of frozen time around yourself, reducing the damage taken by 1d10 + your Wisdom modifier. This technique can only be used once per round.

Quantum Step

As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see. You can use this technique a number of times per long rest equal to your proficiency bonus.

Temporal Strike

  • When you hit a creature with a melee weapon attack, you can spend 1 ki point to briefly slow down time around the target. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.

 

Time Warp

You can use an action to briefly accelerate time around yourself, gaining an extra action on your turn. This action can only be used to take the Attack, Dash, Disengage, Dodge, Help, Hide, or Use an Object action. Once you use this technique, you can't use it again until you finish a short or long rest.

Temporal Flow

Starting at 6th level, you can manipulate the flow of time around yourself. When you spend ki points to take the Patient Defense or Step of the Wind actions, you can choose to gain an additional effect based on the flow of time:

  • Rushing Tides. When you take the Patient Defense action, time around you speeds up, allowing you to move faster. Until the end of your turn, your speed increases by 10 feet, and you gain advantage on Dexterity saving throws.

  • Stilling Waves. When you take the Step of the Wind action, time around you slows down, making it easier for you to dodge attacks. Until the end of your turn, you gain resistance to bludgeoning, piercing, and slashing damage, and you can move through difficult terrain without penalty.

Chrono-Strike

Starting at 11th level, you can unleash a devastating blow that disrupts the flow of time around your target. When you hit a creature with a melee weapon attack, you can spend 2 ki points to activate Chrono Strike. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take an extra 3d10 force damage and be pushed 15 feet away from you. On a successful save, the target takes half damage and isn't pushed.

Reality Shift

Starting at 17th level, you can bend reality to your will. Once per day, you can spend 5 ki points to activate Reality Shift, uses are regained on a long rest. When you do, you can choose to either reverse time or shift to a parallel reality.

If you choose to reverse time, you can undo the effects of the last round, essentially taking a mulligan on your turn. You can redo your previous turn, with the same actions, bonus actions, and movement. However, you can't change any rolls you made, and any spells or abilities that you used on your previous turn remain expended. Additionally, any other creatures who acted during that round also take the same actions as before, and their rolls can't be changed either.

If you choose to shift to a parallel reality, you and up to five creatures of your choice within 30 feet of you disappear from the current reality and shift to a parallel reality for one minute. In this alternate reality, you can move and act freely, but you can't interact with objects or creatures in the original reality. Additionally, any effects that were active in the original reality, such as ongoing spells or environmental hazards, don't exist in the parallel reality. When the minute is up, you and any creatures with you return to the original reality, in the same location where you vanished.

Note that Reality Shift is an extremely powerful ability, and should be used sparingly. The DM has final say on the details of how Reality Shift works in their campaign, and may adjust the mechanics or limitations of the ability as they see fit to maintain game balance and prevent abuse.

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