Base Class: Monk
The Way of the Time Strider harnesses the very fabric of time, weaving its currents to their advantage. Through the art of temporal manipulation, they blur their figure, moving with unparalleled speed and grace on the battlefield. With each strike, they leave behind a trail of rapid, precise blows, exploiting temporal anomalies to strike multiple foes in the blink of an eye. As they progress, their mastery over time grows, enabling them to create localized distortions, slowing the movements of their enemies and granting themselves unmatched control over the flow of combat. The Way of the Time Strider stands as a testament to the power of time itself, an enigmatic force that bends to their will, propelling them forward as swift and elusive agents of destiny.
Timekeeper’s Grace
When you choose this subclass at level 3, you gain the ability to manipulate your own flow of time, entering a powerful and quickened state. As a bonus action, Gain the Accelerated Time effect for up to one minute. While this effect lasts gain the following bonuses:
- You may use Patient defense without spending Ki points.
- Your movement speed is doubled.
- You gain advantage on Dexterity Saving throws.
You may use this feature once per long rest, extra uses cost 2 ki per additional activation. Once this condition ends, you become Lethargic for 1 turn.
Accelerated Strikes
At 6th level, your control over time gives you extreme precision when attacking. When you make an Unarmed Strike, you may use your reaction to add 1 roll of your martial arts die to your attack roll if you miss, potentially causing you to hit. While you have the Accelerated Time effect, you also gain the following:
- In addition to your doubled movement speed, you do not provoke opportunity attacks.
- On a successful Unarmed Strike, you may choose to add 1d6 Bludgeoning, Thunder, or Force damage.
- You gain 1 additional reaction per turn
Chronurgy Adept
At 6th level, your experience in time-warping magic allows you to amplify or dampen its effects when it is placed on you. Haste is amplified with the following benefits when cast on you:
- The increase to AC is increased to +3.
- You no longer become lethargic after the spell ends.
Slow is dampened in these ways when cast on you:
- You have Advantage on the Wisdom Saving throw to resist the effect.
- The reduction to AC and Dexterity Saving Throws is reduced to -1.
- You may still use both your action and bonus action while slowed.
Time Ravage is dampened with these following downsides:
- You have Advantage on the Constitution Saving throw to resist the effect.
- You only take half damage on a failed save, and no damage on a successful one.
- If you fail the save, you are only aged to an Elderly age for your race and only receive a -10 ft to movement speed.
Temporal Warping
At 11th level, your understanding of your temporal control advances even further, allowing you to extend its capabilities beyond yourself. At the cost of 4 ki and a bonus action, you can create a 30-foot radius centered on yourself where time flows erratically. Allied creatures and you gain the following benefits while in the radius:
- Creatures become Hastened, and when they leave the radius, they do not become lethargic.
- Creatures gain Advantage on Dexterity Saves.
- Creatures can make 1 extra attack per action.
Enemies suffer the following downsides:
- If a creature enters within the radius as a part of their turn or starts its turn inside, they receive the Slowed condition. On following turns, they must make a Wisdom Save or remain slowed. If they succeed the save, the condition ends until the end of its turn. The creature must repeat the save on their next turn.
- Attack rolls made against them have advantage.
Previous Versions
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