Base Class: Monk
The Amaran Desert is full of terrifying beasts, venomous snakes and scorpions, and outlaws waiting for their next mark. It's an almost unlivable place. Those born in the desert must either learn to survive or be destroyed by the many terrors of their home. Most Amarans have at least some connection to Time magic and many turn to magic and the Praxis Arcanum to learn magic for self defense. However, those born with a stronger, more primal connection to Time magic are usually taken under the wing of the Order of Shifting Sand. Monks of the Shifting Sand are taught to use the landscape to their advantage and use fluid movements to distract, disarm, and confuse their targets. By calling upon their ki, Shifting Sand monks can manipulate time to an extent and become one with the shifting sands of the Amaran Desert.
Dissociating Stance
Starting when you choose this tradition at 3rd level, you learn to move your body in such a way that confuses and throws enemies off balance, making them more likely to miss and easier to hit. Whenever you use your Patient Defense to perform the Dodge action, you also gain the following benefits until the start of your next turn:
- You can't be directly targeted by spells as your movements make it hard for anyone to focus on you (Area of effect spells will still affect you)
- The disadvantage imposed by the Dodge action is applied to all attackers regardless of whether or not you can see them
- You gain advantage on all attack rolls for your Unarmed Strikes
Swirl the Sands
At 6th level, your innate Time magic allows you to manipulate sand, dirt, dust, and other fine particles. As a bonus action, you can cause minor magical effects by controlling these particles, like sifting all the dirt off of something or someone, creating small clouds of sand and dust, or sanding a blade to make it sharper or wood to make it easier to work with. If you happen to be in the desert or a place with a lot of these particles, you can use an action to kick up a sandstorm in a 25-ft-radius sphere centered on you or provide cover from a sandstorm in the same area. Both effects can be ended as a bonus action.
Stirring Sand
At 6th level, you gain the ability to veil yourself in dust and sand for both protection and greater offensive capabilities. You can spend 2 ki points as an action to cause sand to stir around your joints and torso for 10 minutes. As part of this action, you may immediately activate your Patient Defense without expending any ki points. While the veil is active, you gain the following benefits:
- You have resistance to thunder and bludgeoning damage
- Your unarmed strikes gain a reach of 10ft and deal an additional 1d6 of bludgeoning damage as you can send forth the sand to hit your foes
- When you hit a creature with an unarmed strike, you can immediately spend 1 ki point to cast earthbind on that creature as part of the attack
Accelerated Impact
Beginning at 11th level, your innate Time magic builds up as you wait on the defense and is released through your body when you attack, quickening your reflexes and strikes. The turn after you activate your Patient Defense, you gain the following benefits for the turn:
- You gain an additional 10ft of movement
- Your unarmed strikes and monk weapons deal additional damage equal to your Martial Arts die
- You do not provoke opportunity attacks when moving
Sol's Rest
At 17th level, you gain the ability to mark foes with a magical rune that allows you to create a chain of attacks that can freeze foes in time. When you hit a creature with an unarmed strike, you can choose to mark them with one of these runes, causing a glowing image of an hourglass to appear at the point of impact. The runes last for 6 hours and can be individually dismissed as a bonus action. You can spend 4 ki points as an action to cause all currently active runes to glow and link together. You teleport to each of the runes causing them to dissapear and strike the marked target with an unarmed attack. The attack automatically hits and is treated as a critical hit. All creatures that were marked must make a Constitution saving throw against your Ki save DC as they are hit. If they fail, they are frozen in time and are paralyzed for 1 hour or until they are harmed. If they succeed, they are stunned for 1 minute
You can have a number of creatures marked up to your Wisdom modifier at a time.
Comments