Monk
Base Class: Monk

The Way of the Tashalatora teaches that mind and body must be aligned and honed as one to truly ascend. Paragons of psionic power, they have learned not only to touch the minds of others, but to alter the flow of time itself. The vast majority of adherents of this Way come from the Adaran mountain-fortresses that guard the passages into Adar from Riedra. In Khorvaire, the kalashtar and Adarans might rarely teach a chosen outsider this art; those first-generation students have started to teach as well, and are rather less selective with who they accept as students. Certain undead and aberrant creatures also have a loose association with time and space, and although they can serve as an alternative source of the powers of a Tashalatora, it's rare to find a dolgaunt that's willing to take on a non-aberrant student, let alone to allow them survive the encounter.

Telepathic Anchor

When you choose this tradition at 3rd level, you can speak telepathically to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within 30 feet of you. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. If you can already communicate telepathically, this feature extends the range of your telepathy by 30 feet, in addition to the above benefits.

Psionic Assault

Beginning at 3rd level, your mind and body function as one, allowing you to channel the power of your mind through your unarmed strikes to devastating effect. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra psychic damage to the target equal to 1d6 + your Wisdom modifier.

Time Hop

At 6th level, your mind is evolving, and you not only view time as an artificial construct, but you know how to bend it. As an action, you can touch a creature within 5 feet of you, causing it to make a Wisdom saving throw against your ki save DC; a creature can choose to fail this save if it wishes. On a failed save, it disappears in a shimmer of energy and is transported forwards in time 3 rounds. Other creatures cannot perceive, interact with, or affect it in any way during that time, and the target is incapacitated, can't move or speak, and is unaware of its surroundings. The target must repeat the Wisdom saving throw at the end of each of your turns, ending the effect early on a success. Regardless of whether it succeeds or fails, after rolling 3 saving throws at the end of each of your turns, the effect ends and the target returns to the present time in the space it previously occupied. If it would arrive back into a place already occupied by another creature or object, both take 1d6 points of force damage, and the target appears in an unoccupied space nearest to it. On its return, from the target’s point of view, no time has passed at all. Alternatively, as an action, you can touch a nonmagical object that isn't worn or carried and weighs no more than 300 pounds. It disappears in a shimmer of energy and is transported forwards in time 3 rounds. Creatures cannot perceive, interact with, or affect it in any way during that time. 3 rounds later, at the end of your turn, the object returns to the present time in the space it previously occupied, in exactly the same orientation and condition as before. If it would arrive back into a place already occupied by another object or a creature, both take 1d6 points of force damage, and the object appears in an unoccupied space nearest to it. ou can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Time Stands Still

At 11th level, you can bend your will to increase your perception of time, making the rest of the world look like it's in slow motion. On your turn, you can spend 3 ki points to take an additional action, during which you can either make two unarmed strikes, or take the Dash, Disengage, or Dodge action. You can use this feature up to twice per turn.

Temporal Backslip

At 17th level, time is a mere matter of perspective for you. As a reaction to failing a saving throw or taking damage, you can expend 5 ki points to step a split second back in time. Until the end of your next turn, you become immune to all damage (including any triggering damage), you automatically succeed on all saving throws, and if this reaction was triggered by a failed saving throw, you change it to a success.

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