Base Class: Monk
The Dunamantic prowess of this Monk subclass allow you to channel time and space to influence the outcomes of combat.
Spatial Displacement
You use your control of dunamancy to teleport yourself and other creatures around. When you hit a creature with your Flurry of Blows, you can immediately teleport either yourself or that creature. If you teleport yourself, you can teleport up to 15 feet to an unoccupied space that you can see. If you teleport the creature you hit, you can teleport it up to 30 feet to an unoccupied space that you can see.
Gravity Strike
Dunamantic magic now infuses your stunning strikes, making them more powerful. When you try to use a Stunning Strike on a creature, their movement speed is reduced to 10 and they cannot fly, regardless of whether they succeed on their saving throw or not. You can also spend up to 2 extra ki points on your stunning strike, with each extra ki point increasing the DC of the Stunning Strike by 2.
Mind of Misfortune
You can manipulate dunamancy to lower the probability of your foes being able to hit you and even redirect the attack. When you see a creature roll to attack you or preparing a spell that would affect you, you can use your reaction to roll your Martial Arts Die and subtract the result from the attack roll or add the result to your saving throw. If you successfully cause the attack to miss, you can spend a ki point to redirect the attack or spell at one other target within 10 feet of you, and they will take the damage from the attack instead. You can use this ability a number of times equal to your Wisdom modifier, and you regain those times after a long rest.
Temporal Blow
You can use your martial arts to displace your foes in time. When a creature you can see within 30 feet of you is about to attack you or cast a spell, you can use your reaction to have them make a Wisdom saving throw. On a failed save, they are shunted forward in time for a number of turns equal to a roll of your martial arts die, and the attack or spell is wasted. The creature does not realize at first that they were shunted forward in time. On a successful save, the creature’s turn ends immediately, but they are not shunted. You can use this ability once, and you regain the ability after a short or long rest.
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