Base Class: Monk
You follow a monastic tradition that teaches you to manipulate time. When you focus your Ki, you can align yourself with the forces of time and strengthen your mind and body. Some members of this tradition are powerful enough to stop time itself.
Time Manipulation
Starting when you choose this tradition at 3rd level, you can manipulate your ki to change how time flows around you. You can expend three ki points to:
- Speed up time around you, imposing disadvantage against attack rolls against you for one minute.
- Create afterimages of yourself, creating three illusory duplicates of yourself appear in your space. For a minute, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the effect's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
- Look into the future, and have a short vision. Time suddenly slows as the next ten seconds play out in your head before everything returns to normal. You find out the result of the move you were going to make.
- Speed up time around yourself, gaining 10 extra feet of movement speed.
- Speed up the time it takes for you to accelerate, allowing you to instantly high jump or long jump.
Time Control
Starting at 6th level, you can manipulate your ki to change how time flows around you. You can expend four ki points to:
- Speed up time around you. For a minute, your movement speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
After a minute, you can’t move or take actions until after your next turn, due to a wave lethargy sweeping over you.
- Slow down time around others. You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this effect for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
- Shroud yourself in time. You roll a d20 at the end of each of your turns for a minute. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Gap of Time. At the start of your next turn, and when the minute ends if you are in the Gap of Time, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this effect as an action.
While in the Gap of Time you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures in the Gap of Time. Creatures that aren’t there can’t perceive you or interact with you.
- Slow down time, giving you an extra reaction.
Additionally, for 6 ki points you can Rewind time, forcing a creature to re-roll an attack roll or re-roll one of your own an attack rolls.
Time flurry
Starting 6th level, you can manipulate your enemy’s flow of time when you harness your ki. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can change the flow of time in these ways:
- You speed up your strike, having it take extra damage equal to your martial arts die.
- They slow down, gaining disadvantage on its next attack.
- They slow down, grating you advantage on the attack.
Time Mastery
At 17th level, you gain the ability to stop time and to see into the future. Once per long rest, you can expend 10 ki points to:
- Briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you activated this effect.
- Look into the future, gaining the following effects: You can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.







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