Monk
Base Class: Monk

Whether blessed with innate temporal abilities or trained in the ways of the order, practitioners of the Way of the Temporal Fist possess the ability to manipulate and mould time to their will. A monk of the Temporal Fist dedicates themself to mastering one's connection with time, learning techniques that alter the past, present, and future through the art of Déjà Fu. As one journeys down the path of the Temporal Fist, they assert themselves as guardians of time as they advance their mission to become one with the temporal stream. 

Subtle Saccade

Starting at 3rd level, your training in temporal manipulation allows you to slightly alter the destinies of those you touch. As a reaction, you may spend a Ki point to force a target you are currently in contact with (including yourself) to reroll their last roll. Target must succeed on a Wisdom saving throw (equal to Ki save DC) or forcibly reroll.

However, time is fickle and difficult to control in your unmastered hand. If the target succeeds, it is gifted a brief glimpse into the future, gaining advantage on its next roll within 10 seconds. Due to the exhaustive amount of energy required, the Ki slot is exhausted until the end of your next long rest.

Kairos' Favour

At 6th level, you gain the ability to bend time to your will, enhancing yourself or impairing your foes. As an action, you can cast Haste on yourself or as a reaction, apply Slow to a target upon a successful hit. You have uses equal to one-third of your monk level per long rest. 

Hands of Time

Beginning at 11th level, your growth from your continued training and closer alignment to the temporal stream has gained you access to a variety of chronomartial techniques that allow you to showcase your mastery of time manipulation. You innately gain the ability of Temporal Tear. 

Temporal Tear

Your body no longer rejects temporal energy. Your hands, now comfortable with time manipulation, can forcibly tear open temporal rifts for a duration of 1d4 + Arcana modifier minutes once per long rest. The rift's dimensions (e.g. width, height) are determined by you, with a maximum equivalent to a medium sized creature. Any creature brought through the rift to the present must succeed on a Constitution save or be subjected to the complete effects of all its experience between the time it was taken from and now. 

 

Additionally, every two levels (from 11th to 15th), you may select one of the following techniques to learn and master:

Freezing Fist

Like a fish plucked from a river that is time itself, you can now use your mastery of temporal energy to restrain a creature. As an action you may spend 2 Ki points to perform a forceful blow that freezes a target in time. On a successful hit, the target must succeed a Wisdom save or be paralyzed for 1 minute. The target may make a Wisdom save at the beginning of each of its turns to break free of the condition. To maintain concentration on this spell, you must spend 2 additional Ki points at the beginning of your turn or the target is freed. 

Suspended Strike

Patience is the path of the virtuous. As a bonus action, you may spend 2 Ki points to perform a suspended strike. On a successful hit, the strike's impact and damage are delayed by a number of hours equal to your monk level (can be ended early at will). You can spend an additional 2 Ki points to add an additional unarmed strike that will trigger at the same time. After the effect is triggered the target makes a Constitution saving throw, on a success the target receives half of the delayed damage.

Winding Rewind

Refined, practised, and intentional, your strikes can displace a target from the timestream, sending it back in time. As an action, you may spend 2 Ki points to perform a rewinding strike. On a hit, the target must succeed a Wisdom saving throw or be sent back in time to the beginning of its last turn (or equivalent length). The target moves to its location at the beginning of the last turn regardless of distance or plane and regains any hit points lost within this period. Any recently active spell or status effects impacting the target are revoked. However, class features such as spell slots, ki points, sorcery points, etc. are not returned. You may spend an additional 2 Ki points to increase the time sent backwards by one round (up to a maximum of 5 rounds total). 

Past. Present. Future.

At the 17th level, time is malleable in your hands and you may bend it to your will. Your complete mastery over the temporal stream allows you to affect not only yourself and those in direct contact with you, but grants you command of the world around you, whether to change the past, the present, or the future. You may perform one of the following techniques once per long rest:

Yesterday is history

You can create a temporal anchor point to return to after a short period of time. As an action, you can spend 12 Ki points to create this anchor at your exact current time and location. The anchor appears as a ghostly silhouette of your past self connected to you by an ethereal tether, both can be seen by nearby creatures. This lasts 1d4 +  Intelligence modifier minutes before you are returned to the anchor. The return can also be triggered early as a bonus action, as a result of broken concentration or for traversing beyond the anchor's range (320ft). Additionally, you can use a bonus action to sever your connection to the anchor, dispelling it. Upon your return to the anchor, all hit points lost since the action was performed are returned as well as all Ki points expended, and all conditions effecting you are undone. Item usage is not restored and only items existing on your person at the instance of the technique can return with you.

Tomorrow is a mystery

Your eyes have sharpened to see and decipher the entangled web of strings that is fate. You may spend 12 Ki points to gain the effects of the Foresight spell.

Today is a gift

You possess the power to halt the flow of time itself. As an action you may perform a technique with the same effects as the Time Stop spell. You may interact and attack other creatures without ending the spell, with all effects (e.g. damage, conditions, etc.) being applied after time resumes. Kairos' Favour is negated whilst in stopped time. 

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