Way OF THE TIME WALKER MONK SUBCLASS
he Time Walker Monk is one who has
dedicated their life to the study of time and
space. Through years of training and
meditation, these enlightened few can
5 J manipulate time and space to their needs.
‘Specializing in removing Anchors that bind
them allowing those access to greater strength
ata high cost to themselves
Tuer ANCHORS OF REALITY
‘Starting at 3rd level you can remove the anchors that bind
‘you to this time for 3 turns, As a free aetion on your turn you
‘may spend 2 ki per anchor level to remove one of the Anchors
and gain the base ability: Or you may strain, gaining the strain
part ofthe ability as well, and atthe end of the 3 turns you
will gain a temporal strain equal to Anchor level
removedstacking. For every Anchor you open you gain the
ability of that one and the ones previous. Teporal strain
effects last until you take a rest. You may remove one strain
during a short rest orall during a long, At level 3 you learn to
remove the first 2 Anchors, You learn the how to remove the
next Anchor at level 6 11, 14,17.
+ Anchor 1 (Anchor of Corporeality): You can move
‘without provoking opportunity attacks and ignoring
difficult terrain. STRAIN: All enemies have disadvantage
on attacks against you.
‘+ Anchor 2 (Anchor of Void): You may add an additional
martial arts die of damage toa single attack per turn,
‘STRAIN: You have advantage on all attack rolls and
saving throws while this isin effect.
+ Anchor 3 (Anchor of Entropy): You radiate a 5ft radius
sphere that degrades weapons that hit you that are not
‘magical, weapons that hit you take a1 penalty to damage
rolls, STRAIN: Your aura also causes all ereatures within
itother than you have their speed reduced to 0.
+ Anchor 4 (Anchor of Space): Your melee attacks can
now be used at a range of 30 ft. STRAIN: Each melee
attack hit now ereates a 10ft radius time wave that causes
‘a martial arts die worth of necrotic damage to all within
the area, other than the person directly hit by the punch.
‘+ Anchor 5 (Anchor of Time): You can make one additional
martial arts or weapon attack each time you take the
‘Attack action, STRAIN: You do not take any damage until
the Anchors are back in place then you take all of the
‘damage you would have taken as force damage.
+ Anchor 6 (Anchor of Reality): You can now eritical hit
‘with a melee attack with an 18, 19, or 20, STRAIN: You
tgain one additonal action and bonus action only on the
turn this anchor is removed.
TimE EcHo
‘Starting at 6th level you ean recall toa physical form from
‘moments earlier Once per short or long rest, asa bonus
action you can partially return to a condition you were
previously in, you may use up to half your monk level in hit
die to heal and remove a single condition, excluding temporal
strain and exhaustion,
CHRONO REDIRECTION
Starting at 11th level as a reaction you may spend 2 ki to
slow time when you are damaged by a spell You use your ki
to reduce the damage by 410 + your Dexterity modifier +
xyour monk level Ifyou reduce the damage to 0 you can catch,
part ofthe spell and make a ranged attack, acting as a monk
‘weapon you are proficient in, with the short range of 20ft and
long range of 60fe you hit they take a martial arts die worth,
‘of damage per spell lot used. Ifyou are suffering from
temporal strain or have an anchor open you may add 1410
per to reduce the damage.
SINGULARITY
Starting at 17th level once per long rest you may spend 8 ki
to remove up to Anchor 5 guining all ables, including all
strain effects without taking tmmporal ait
TEMPORAL STRAIN TABLE
‘Anchor
Level Effect
1 Loss of unarmored movement feature
2 Disadvantage on Ability Checks
3 Disadvantage on Attack rolls and saving
throws
4 Hitpoint maximum halved
Speed reduced to 0
6 Unconscious