Way of the Time Walker Monk

The 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 manipulate time and space to their needs. Specializing in removing Anchors that bind them allowing those access to greater strength at a high cost to themselves.

The Anchors of Reality

As a monk of the Way of Time, you can remove the anchors that bind you to this timeframe.

Once per turn, you may either spend 3 ki points per anchor level to remove one of the Anchors (no action required), benefiting from its effects as well as the effects of the anchors before it; or you may choose to strain, enhancing the benefits of the anchors you've removed. After removing an anchor, it's benefits last until the end of your second following turn.

Anchor 1 (Anchor of Corporeality): You ignore difficult terrain and step of the wind now increases your movement speed by 10ft STRAIN: You gain resistance to slashing, bludgeoning, and piercing damage

You ignore difficult terrain and step of the wind now increases your movement speed by 10ft You gain resistance to slashing, bludgeoning, and piercing damage Anchor 2 (Anchor of Void): You may add an additional martial arts die of damage to a single attack per turn. STRAIN: Once per turn if attacked by weapon attack you may impose disadvantage on the attack

You may add an additional martial arts die of damage to a single attack per turn. Once per turn if attacked by weapon attack you may impose disadvantage on the attack Anchor 3 (Anchor of Entropy): You radiate a 5ft radius sphere that degrades weapons that hit you that are non-magical, weapons that hit you take a -1 penalty to damage rolls. STRAIN: Your aura also causes all creatures within it other than you have their speed reduced by half.

You radiate a 5ft radius sphere that degrades weapons that hit you that are non-magical, weapons that hit you take a -1 penalty to damage rolls. Your aura also causes all creatures within it other than you have their speed reduced by half. Anchor 4 (Anchor of Space): Your melee attacks can now be used at a range of 30 ft. STRAIN: Once per turn a single melee attack hit now creates 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.

Your melee attacks can now be used at a range of 30 ft. Once per turn a single melee attack hit now creates 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 have advantage on a single attack per turn. STRAIN: You may reroll 1's and 2's on damage dice and must take the new roll.

You have advantage on a single attack per turn. You may reroll 1's and 2's on damage dice and must take the new roll. Anchor 6 (Anchor of Reality): You can now critical hit with a melee attack with an 18, 19, or 20. STRAIN: You do not take any damage

If you chose to strain, you suffer the effect of your current level of Temporal Strain as well as all lower levels, as shown in the following table, at the end of the duration.

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 Hit point maximum halved 5 Speed reduced to 0 6 Unconscious

Finishing a Short Rest reduces your temporal strain level by 1 and finishing a Long Rest >removes all your temporal strain levels.

Rewind

Starting at 6th level you can recall to a physical form from moments earlier. Once per short or long rest, as a 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 4d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0 you can catch part of the 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 60ft. If you hit they take a martial arts die worth of damage per spell slot used. If you are suffering from temporal strain or have an anchor open you may add 1d10 per to reduce the damage.

Time Echo

Beginning at 17th level, as an action you may spend 2 to 10 ki points to pull a copy of yourself out of the timeline. The time duplicate that you have summoned is already weakened by the trip and is always destined to perish. This copy will last for 1 round per 2 ki points spent or until their life points reach 0, in which time their body disappears. This copy has all of your base stats but no equipment and cannot use ki.