Monk
Base Class: Monk

A monk who follows the Way of the Unceasing Clock seeks not to increase the speed of their body, but the speed of their mind.
These monks seek to perfectly understand the flow of time, and to bend it to their will. By surging their brain with ki, they are able to intuitively land devastating blows, and even to slow the apparent flow of time around them. This discipline necessitates a supernatural connection to the flow of time, with some monasteries even worshipping the concept of time as a sort of god.

Guided Hand

Starting at 3rd level, you are able to think quickly to determine where and how to strike for maximum effect. You can use your Wisdom modifier in place of your Strength or Dexterity modifier for attack and damage rolls with unarmed strikes and monk weapons.

Timekeeper

Beginning at 3rd level, you are always able to tell the exact time and date, even if you are unable to see the sky or a timekeeping device, and even if you have been unconscious or asleep.

Hands of the Clock

You have learned to embody the passage of time, and have adapted this to augment your strikes. Starting at 6th level, immediately after you take the Attack action on your turn, you can spend 2 ki points to make two unarmed strikes as a bonus action with the following added effects.
Minute Hand. When you make an attack roll for your first unarmed strike, your target also takes psychic damage equal to your Martial Arts die plus your wisdom modifier on a failed WIS save, even if you miss.
Hour Hand. Your second unarmed strike has a -5 penalty to its attack roll, but if it hits, you add a +10 bonus to the attack's damage.

Time Dilation

Starting at 11th level, you are able to direct a surge of ki to your brain, allowing it to operate at a heightened speed in such a way that time appears to slow down around you.
At the end of your turn, or as a reaction after being attacked, you can spend 2 ki points to take another turn immediately after this one.

This feature can only be used once per short or long rest.

The Clock Ceases

Your complete mastery over the perception of time has granted you the ability to slow time to a complete halt, and engage in an instantaneous duel to the death. Starting at 17th level, when you hit a creature with a melee weapon attack or unarmed strike, you can spend 2 ki points to deal no damage and instead transport both yourself and the target to an extradimensional inner mental space for a one-on-one duel.

No Distractions. In this extradimensional space, both you and the target are stripped of all physical abilities and external aids. Magic items, spells, and other effects cannot influence the outcome of the duel. Both participants can only perform contested Wisdom checks. You have advantage on these Wisdom checks.

The Duel Space. When the duel begins, both you and your target are transported to an extradimensional mental space. The appearance of the environment is shaped by your will, and reflects the fundamental nature of your psyche and soul. It can take the form of any desired location, such as a tranquil garden, an endless desert, a cloudy expanse, a featureless plane of light, or simply a copy of the space you were previously occupying.

Time Dilation. To outside observers, the duel happens instantaneously. Neither you nor your target can communicate with the outside world, nor can information be communicated into or out of this duel until it has ended.

Contesting Willpower. Each contested Wisdom check represents a clash of yours and your target's willpower. The loser of the contest takes 2d10 psychic damage. After each check, you may spend 1 additional ki point to continue the duel with another Wisdom check. This may continue for up to a total of 12 contested checks.

Ending the Duel. The duel ends when you choose to stop or either you or the target is reduced to 0 hit points. After at least three contested Wisdom checks have been performed, the target may choose to automatically take 2d10 psychic damage, and attempt to escape the extradimensional space if they win the next contested Wisdom check, taking an additional 2d10 psychic damage if they fail. At the end of the duel, both participants return to their original locations, and the flow of time resumes as normal. Once the duel concludes, your turn ends. Once you conclude the duel, you cannot use this ability again until you have completed a long rest.

 

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