Base Class: Monk
Monks of the Way of Chronomancy have spent years studying time, learning how it moves and how it creates balance. These monks manipulate time, using it as a means of keeping this balance, taking what they have learned and using it to reverse, slow, and otherwise impact the flow of time as they fight and defend themselves and the world around them.
Monks of the Way of Chronomancy equip themselves with arcane energy that they tap into to change the flow of time. With a simple tug, they can reset, reverse, and rush forward, though they must be careful, because time is fragile, and too powerful manipulation could rip a whole in the balance between time and space, entirely destroying the world around them.
Momentary Manipulation
Upon choosing this tradition at 3rd level, you are able to manipulate brief snippets of time to your advantage. You can freeze, slow, and reverse time to perform your Flurry of Blows with the benefit of time manipulation. You gain the following benefits, one of which you can perform each turn.
Frozen Moment. You can stop time for a brief moment to travel before your attack. You can move up to 15 feet in any direction before you make your Flurry of Blows, which you can make on any creature within this range instead of the one you originally hit.
Slowed Moment. You can slow down time for a brief moment for all but yourself to get in extra hits. You may make an additional unarmed strike with your Flurry of Blows, making three total strikes.
Reversed Moment. You can reverse time for a brief moment to return to where you came from. If you moved on your turn, immediately after making your Flurry of Blows, you can move back to where you began your turn at the cost of no movement and end your turn there.
Control Over Timelines
Starting at 6th level, you are able to use your time manipulation to direct yourself and your allies down one of many possible timelines. You can use an action to spend 2 ki points to emit an aura of time. This aura sends your group down the timeline of your choice, choosing from the following options below each time you use this action. Your aura has a 30 foot radius, centered on you. Your aura lasts one minute, or until you are incapacitated or die. You can only have one aura active at a time, and can create two auras per long rest.
Safest Timeline. You and up to five creatures of your choice have advantage on all saving throws while in your aura for the duration of the aura.
Bloodiest Timeline. You and up to five creatures of your choice have advantage on all weapon attacks and unarmed strikes while in your aura for the duration of the aura.
Obscurest Timeline. You and up to five creatures of your choice have advantage on all magical attacks while in your aura for the duration of the aura.
Godliest Timeline. You and up to five creatures of your choice have advantage on all spell saves while in your aura for the duration of the aura.
Cleverest Timeline. You and up to five creatures of your choice have advantage on Wisdom and Intelligence ability checks while in your aura for the duration of the aura.
Toughest Timeline. You and up to five creatures of your choice have advantage on Strength, Dexterity, and Charisma ability checks while in your aura for the duration of the aura.
Future Strike
At 11th level, you are able to enter a weapon of your choice into the flow of time. At the end of each long rest, you take out a melee monk weapon and make five attacks at the air in front of you. These attacks are placed into the time stream, for you to take out and apply at any time later.
Five times between each long rest, as an action, bonus action, or reaction, you can spend 1 ki point to administer one of these strikes to a target of your choice you can see within 60 feet of you. This strike automatically hits, dealing whatever damage the weapon you have entered into the flow of time would normally deal. You can apply more than one strike at once, spending an extra ki point for each strike you apply at once beyond the first strike.
When one of these strikes hits a target, that target must make a wisdom saving throw against a DC of 10 + your wisdom modifier. On a failed save, the strike does an additional 2d6 psychic damage to the target, as the energy of the time stream penetrates them through the attack. If you take more than one strike at once, the target must roll a wisdom save for each strike it takes.
When you take a long rest, any unused strikes disappear into the time stream. You then replenish all five of your strikes at the end of your long rest.
Time Stand Still
Starting at 17th level, your manipulation of time becomes powerful enough that you can fully stop it. As an action, you can spend 6 ki points to freeze time fully for one moment. Until the end of your next turn, every creature, object, and place is frozen in time around you completely. You and any creatures of your choice who you can see within 120 feet are not frozen. During this time, you spend one full round (6 seconds) where only those who are not frozen take their turns. Time unfreezes again at the end of your next turn.
Previous Versions
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11/3/2020 6:27:02 PM
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Coming Soon
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