Base Class: Monk
Monks of the Way of the Flowing Sand harness the elusive powers of time itself, weaving its intricate threads into their martial prowess. Through disciplined study and meditative practices, these monks master the art of temporal manipulation, bending the flow of time to their advantage in combat and daily life.
Timed Strike
When you choose this tradition at 3rd level, you learn to time your blows to find small advantages in combat. When you make an unarmed strike, you may use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls.
Temporal Fluctuation
Additionally at the 3rd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can spend 2 ki points to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
Momentary Stasis
Upon reaching the 6th level in this class, you are able to temporarily freeze the gears of time around a creature. As a bonus action, you can expend 2 ki points to magically force a Large or smaller creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is paralyzed. If you deal damage to the creature while encased this way, the creature takes additional force damage equal to your monk level.
You can target additional creatures by expending 2 ki points per additional target. The creatures must be within 30 feet of each other when you target them.
Temporal Awareness
Also at the 6th level, You gain the following benefits:
- You can't be surprised while you are conscious.
- You can add your Wisdom modifier to your initiative rolls.
Visions of the Past
At the 11th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, ethereal glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Chronal Reflexes
Also at the 11th level, your grasp on time has enabled you to heighten your reflexes. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.
Convergent Future
Starting at 17th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can expend 3 ki points to use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.







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