Base Class: Monk
Monks who follow the Way of the Chronostrider learn to manipulate the rhythm of combat, darting between frozen instants and accelerating their strikes until enemies cannot react. To fight one is to fight against time itself, where every second tilts in their favor.
Flurry of Blows Enhancements
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Slow Strike. The target must succeed on a Constitution saving throw (DC = 8 + proficiency + Wisdom) or be Slowed until the start of your next turn (its speed halved, no reactions).
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Temporal Push. On hit, you may teleport the target 10 feet in any direction into an unoccupied space you can see.
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Afterimage Assault. Immediately after the attack, you teleport up to 15 feet to an unoccupied space you can see.
Step of the Wind Enhancements
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Blink Step. Instead of doubling your jump, you teleport up to your movement speed.
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Stagger Step. Each creature you move through during this movement must make a Strength saving throw or be knocked prone.
Patient Defense Enhancements
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Rewind. If a creature misses you with an attack before your next turn, you may immediately move 10 feet without provoking opportunity attacks.
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Temporal Mirror. Until the start of your next turn, when an enemy makes an attack against you, they also take force damage equal to your Martial Arts die if they miss.
Split-Second Reflexes
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Accelerated Step. When you roll initiative, you may spend 1 ki point to add your Martial Arts die to the roll.
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Rapid Displacement. When you use Step of the Wind, your movement does not provoke opportunity attacks, and you may move through creatures’ spaces as though they were difficult terrain.
Temporal Blitz
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When you take the Attack action on your turn, you can spend 2 ki points to make an additional action. This action can only be used to take the Attack (one weapon attack only), Dash, Disengage, or Use an Object action.
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Once per turn when you hit a creature with a melee attack, you can reduce its speed to 0 until the start of your next turn.
Paradox Step
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When you are targeted by an attack, you may use your reaction and spend 3 ki points to teleport up to 30 feet to an unoccupied space you can see. If the attack no longer has range or line of sight, it misses.
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When you teleport this way, you may make one unarmed strike against a creature within 5 feet as part of the same reaction.
Temporal Dominion
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Chrono Acceleration. As an action, you can spend 6 ki points to accelerate yourself in combat for 1 minute. While accelerated, you gain the following benefits:
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You can take two turns during each round of combat, one on your initiative and one at initiative count 10.
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You have advantage on Dexterity saving throws.
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Your movement ignores difficult terrain.
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Once you use this feature, you must finish a long rest before using it again (unless you spend 8 ki points to do so again).







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