Monk
Base Class: Monk

There are a few remote monastic orders that have risen recently that have investigated a new method of aiding their arts: temporal manipulation. These monasteries train their students to predict the future, use the past, and at the highest levels even commune with their future selves, all in the name of aiding themselves and others in their battles. These monks see attacks coming before their opponents even initiate them, and those same opponents in turn can be attacked at once by both present and future versions of the monk before them. As some wizards use chronomancy to assist their magic, these monks use it to make themselves far more adaptable in their martial arts and training.

Temporal Precognition

Starting at 3rd level when you choose this subclass, you gain the ability to briefly look into the past and future and use the knowledge gained to assist your actions in the present. When making an attack roll, ability check, or saving throw, you can spend 1 Ki point to gain advantage on the roll. This can be done twice per long rest.

Time Dodge

Starting at 6th level, your knowledge of time warns you when an attack is coming and allows you to prepare for it. When you are going to be hit by a melee, ranged, or spell attack, you can use your reaction to move up to half your movement speed away, avoiding much of the attack and reducing the incoming damage by half, rounded down.

Fists of the Past and Future

Starting at 6th level, you learn the ability to draw on your past and future to enhance your martial arts. When you are attacking an enemy and using Flurry of Blows, as a free action you can spend 1 additional Ki point to do one of the following:

- Gain one additional bonus action until the end of your turn.

- Enable your melee attacks to Critically Hit on a roll of 19 or 20 until the end of your turn.

- Glean knowledge of a weakness in the enemy's defenses, reducing their AC by an amount equal to your Wisdom Modifier until the end of your turn.

Temporal Counterstrike

Starting at 11th level, when you use your Time Dodge, as a free action you can choose to make a melee attack against the enemy who attacked you if they are within 5 feet of you after you move during the Time Dodge.

The Future's Fists Today

Starting at 17th level, while in combat you gain the ability to bring your immediate future self into the present for a brief moment, enabling you to take multiple turns at the same time. As a bonus action, spend 5 Ki Points and a duplicate of your character appears 5 feet from you. This duplicate counts as another You under your control. It must roll its own Initiative roll. For this round, you take a turn for each version of your character, enabling you to double up on anything you do this round. These duplicates are their own characters - they're you from the immediate future - which means that fellow party members can target them with beneficial spells and abilities.

When the current combat round is over, your duplicate disappears, but as you have borrowed yourself from the next round, you cannot take another turn until after the following round is complete. 

You may spend additional Ki points to summon more of your future selves, with a cost of 5 Ki per duplicate; however, remember that you are sacrificing your future turns to take them now, and must wait one round per duplicate before taking a turn again.

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