Monk
Base Class: Monk

The monks of the Way of the Temporal Fist have learned to bend the very flow of time around them. Every movement is synchronized with the invisible pulse of the universe, allowing them to move faster, anticipate attacks, and strike with a precision that seems almost supernatural.

Following this path, a monk not only hones the body but harmonizes their perception with time, creating luminous trails in the air and leaving behind bewildered and surprised enemies. With advanced training, they can accelerate their own movements, reduce damage before they even sustain it, unleash a devastating flurry of blows, and even stop time to orchestrate perfect attacks.
The punches of these monks are not simple strikes: they are explosions of suspended kinetic energy, flashes of light that traverse the battlefield and shatter every defense. Whoever follows the Way of the Temporal Fist becomes a master of speed and precision, a warrior capable of moving beyond the boundaries of time itself.

Level 3: Flow Acceleration

 “No time is needed to strike. Only a beat, and the whole world is already late.”

You have learned to synchronize your body with the very pulse of time.

 

Increased Speed: Your movement speed increases by +10 feet.  

Temporal Dash: You can spend 1 Ki point as a bonus action to grant yourself the effects of the Haste spell for 1 turn. This only affects you and does not impose the exhaustion effect when it ends. You can do this a number of times equal to your Wisdom modifier per long rest.

Afterimage: When you hit a creature with an unarmed strike, you can spend 1 Ki point to teleport to an unoccupied space within 10 feet of it after the attack. This movement does not provoke opportunity attacks.

Level 6: Chrono Reflex

When an attack hits you, you can spend 2 Ki points to reduce the damage by 1d10 + your Monk level + your Wisdom modifier, before taking the damage. If the damage is reduced to 0, you can teleport up to 15 feet to an unoccupied space you can see as a reaction.

Additionally, you gain advantage on Dexterity checks for initiative and saving throws against traps or area effects.

Level 11: Temporal overdrive

You can alter the flow of time for brief, devastating bursts of power.

As an action, you can spend 3 Ki points to enter a state of Overdrive that lasts for 1 minute.

While in this state:

 * Your speed increases by an additional +20 feet.

 * Once per turn, you can make one additional unarmed strike as part of your Attack action.

 * You have advantage on all attack rolls against creatures that have not yet acted in this turn.

Once it ends, you cannot reactivate Overdrive until you finish a short or long rest.

Level 17: Step beyond time

You have reached perfect harmony with the temporal flow.

As an action, you can spend 6 Ki points to stop time for everyone but yourself for a maximum of 2 rounds (this functions like the Time Stop spell).

During the stop, your strikes accumulate kinetic energy suspended in time: when time resumes, all enemies struck take the damage simultaneously, as a single devastating explosion.

The first enemy struck in this manner takes extra damage equal to your Monk level.

Once used, you cannot use this ability again until you complete a long rest.

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