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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

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