Monk
Base Class: Monk

Time powers

Time Magic

At 11th level, you gain time spells

Ticking Clock Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • Cause their body to slow down slightly, imposing disadvantage on any roll they make for one turn.
  • Cause your fists to speed up. You can take an extra 2 attacks
  • Cause their body to fly up into the air, gain their effects of a levitation spell, and fall after one turn. While suspended, They cannot move, and have disadvantage on any roll they make

Pendulum Soul

At 6th level, you gain the ability to turn back time to your advantage. Once per short rest, you can retake any saving throw. 

Time Spirit

Beginning at 11th level, you can warp time to your advantage:

Increase you walking speed to 60, decrease another's walking speed to 10, stop time for everyone but you in a 50 foot cube, cause any ranged attack towards you for the next turn slow down towards your body and deal only half damage on a failed save, or none on a successful save.

Epoch Control

At 6th level, you can manipulate time effectively enough to travel time and other things. 

You can manipulate time effectively enough to help your group. You gain 4 abilities, each cost 1 ki point
1. Travel to one point in time within the last 24 hours and can stay for one hour.
2. Travel forward up to one hour and stay for 10 minutes
3. Cause time to stop for 1 hour in a 25 ft cube. It only effects willing creatures.
4. Automatically know the time, date, and calendar of any plane for 1 minute. When the minute ends, you forget what you knew.

Quivering Heart

At 17th level, you gain the ability to cause the target's heart to tremble and pause, dealing lethal damage.. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these horrible pauses and jumps, which deal 12d8 necrotic. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 12d8necrotic damage.

 

Improved Epoch Control

at 17th level, You can warp time enough to transcend it.
You gain the following actions and effects. None of them cost ki points.
You now can live forever, age doesn't effect you, but injuries and disease do.
You can travel back in time up to one month backwards, and one day forwards.
You can stop time in a 100 ft cube. Only effects the targets you want it to. 

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