Vogie
2018-08-22, 01:26 PM
Monks of the Way of Aeons are those who have dedicated their lives to understanding the stream of time, with hope to one day be achieve mastery by being able to start, stop and manipulate time itself.
http://magic.wizards.com/sites/mtg/files/image_legacy_migration/magic/images/cardart/10E/Telling_Time.jpg
Time in a Bottle
Starting at 3rd level, if you take the attack action on your turn, and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll, storing that advantage as Potential.
If you have Potential, you can expend it when you make an attack roll, saving throw, or ability check. Spending your Potential gives you advantage on that roll.
You can store up to two Potential at any time. This increases to 3 Potential at level 14.
Staggering Strikes
At third level, as a bonus action, you can begin concentrating on a target creature within 30 feet, mystically marking it as your quarry. Whenever you make an unarmed attack on the marked creature, you can impose one of the following options on a hit:
The marked creature's speed is halved
The marked creature has -2 to AC
The marked creature has -2 to dexterity saving throws
The marked creature can't use reactions
The marked creature can't take more than one melee or ranged attack during its turn
On it's turn, if the marked creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
The marked creature, on its turn, can use an action, or bonus action, but not both.
Each time you hit your quarry with an unarmed strike, choose an additional effect that hasn't been chosen. The mark fades early if the target dies, your concentration is broken, or the marked creature succeeds a Wisdom Saving throw at the end of its turn. The DC is 8 + Your Proficiency modifier + your Wisdom modifier.
You can expend a Potential to mark a new creature with your Staggering Strike feature. You can use this ability only if your concentration hasn't broken.
Rapid Acceleration
At 6th level, as an action, you can concentrate to briefly hop the flow of time, disappearing from the world for a brief moment. While in between time, you may take an action to Use an object. At the beginning of your next turn, you return to the space you occupied (or, if that space is occupied, in the nearest unoccupied space). For the next 30 seconds (5 rounds), as long as you continue concentrating, your speed is doubled, you gain a +2 bonus to AC, have advantage on Dexterity Saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack action (one weapon or unarmed attack only), Dash, Disengage, Hide, or Use an Object action. When the duration ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
You regain this feature after a long rest. Starting at level 12, you can expend 2 two Potential during a short rest to regain this Feature.
Chronoshift
Starting at 11th level, you can use your reaction to spend 3 ki points or a Potential to do one of the following:
Cancel disadvantage on a saving throw, attack roll or ability check
Reduce the damage taken by an attack by 1d10 + Your Dexterity Modifier + your monk level. If you reduce the damage to 0, you gain a Potential
Use your Deflect Missiles ability twice
When a creature misses you with an attack roll, you cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
In addition, you can spend 8 ki points to cast the Wind Walk spell, without needing material components. When you do so, you can’t take any other creatures with you, and your form cannot fly (your land speed increases instead).
Chronobreak
At 17th level, as a reaction, you can attempt to interrupt a creature in the process of casting a spell by spending 6 ki points. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an wisdom saving throw. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect, and you gain Potential.
You can increase the level of the break by spending ki points. The interrupted spell has no effect if it's level is less than or equal to half the number of ki points spent in this way. (8 points to counter a 4th level spell, 10 points to counter a 5th level spell, and so on)
NEW: Added the Take Your Own Luck Time in a Bottle feature at level 3 - allowing the monk to store advantage for later, as inspiration Potential, and made the archetype collect inspiration, which is design space that hasn't ever been mined yet. The main way to generate advantage later on is via attacking a stunned creature from level 5 on.
Staggering Strike: The level 3 feature is just the spell slow, modified for a single target, and broken into 7 parts. The reason for the strange duration of the mark is because of the 11th level feature. (UPDATE: I realized after the fact that having a time-manipulation class care about durations was kind of silly. )
The level 6 feature is a combination of Haste and the Astral Refuge feature from the Seeker Warlock. I've included the ability to cast spells on oneself solely to help multiclassers, as this monk does not have the ability to cast spells. I made sure it used concentration to make the monk have to choose between the Slow and the Haste effect.
The level 11 feature is a less powerful combination of the Drunken master features, and allowing the monk to move the Staggering Strike mark around like Hunter's Mark. UPDATE: Added the ability to use either Ki or Inspiration Potential, as the first option is basically cancelling disadvantage.
The Level 17 feature is just a Ki-based counterspell. It's written that way that you can burn lots of ki into it (they'll only have 20 per rest), but it stops being useful as soon as any one spell is cancelled.
http://magic.wizards.com/sites/mtg/files/image_legacy_migration/magic/images/cardart/10E/Telling_Time.jpg
Time in a Bottle
Starting at 3rd level, if you take the attack action on your turn, and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll, storing that advantage as Potential.
If you have Potential, you can expend it when you make an attack roll, saving throw, or ability check. Spending your Potential gives you advantage on that roll.
You can store up to two Potential at any time. This increases to 3 Potential at level 14.
Staggering Strikes
At third level, as a bonus action, you can begin concentrating on a target creature within 30 feet, mystically marking it as your quarry. Whenever you make an unarmed attack on the marked creature, you can impose one of the following options on a hit:
The marked creature's speed is halved
The marked creature has -2 to AC
The marked creature has -2 to dexterity saving throws
The marked creature can't use reactions
The marked creature can't take more than one melee or ranged attack during its turn
On it's turn, if the marked creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
The marked creature, on its turn, can use an action, or bonus action, but not both.
Each time you hit your quarry with an unarmed strike, choose an additional effect that hasn't been chosen. The mark fades early if the target dies, your concentration is broken, or the marked creature succeeds a Wisdom Saving throw at the end of its turn. The DC is 8 + Your Proficiency modifier + your Wisdom modifier.
You can expend a Potential to mark a new creature with your Staggering Strike feature. You can use this ability only if your concentration hasn't broken.
Rapid Acceleration
At 6th level, as an action, you can concentrate to briefly hop the flow of time, disappearing from the world for a brief moment. While in between time, you may take an action to Use an object. At the beginning of your next turn, you return to the space you occupied (or, if that space is occupied, in the nearest unoccupied space). For the next 30 seconds (5 rounds), as long as you continue concentrating, your speed is doubled, you gain a +2 bonus to AC, have advantage on Dexterity Saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack action (one weapon or unarmed attack only), Dash, Disengage, Hide, or Use an Object action. When the duration ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
You regain this feature after a long rest. Starting at level 12, you can expend 2 two Potential during a short rest to regain this Feature.
Chronoshift
Starting at 11th level, you can use your reaction to spend 3 ki points or a Potential to do one of the following:
Cancel disadvantage on a saving throw, attack roll or ability check
Reduce the damage taken by an attack by 1d10 + Your Dexterity Modifier + your monk level. If you reduce the damage to 0, you gain a Potential
Use your Deflect Missiles ability twice
When a creature misses you with an attack roll, you cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
In addition, you can spend 8 ki points to cast the Wind Walk spell, without needing material components. When you do so, you can’t take any other creatures with you, and your form cannot fly (your land speed increases instead).
Chronobreak
At 17th level, as a reaction, you can attempt to interrupt a creature in the process of casting a spell by spending 6 ki points. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an wisdom saving throw. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect, and you gain Potential.
You can increase the level of the break by spending ki points. The interrupted spell has no effect if it's level is less than or equal to half the number of ki points spent in this way. (8 points to counter a 4th level spell, 10 points to counter a 5th level spell, and so on)
NEW: Added the Take Your Own Luck Time in a Bottle feature at level 3 - allowing the monk to store advantage for later, as inspiration Potential, and made the archetype collect inspiration, which is design space that hasn't ever been mined yet. The main way to generate advantage later on is via attacking a stunned creature from level 5 on.
Staggering Strike: The level 3 feature is just the spell slow, modified for a single target, and broken into 7 parts. The reason for the strange duration of the mark is because of the 11th level feature. (UPDATE: I realized after the fact that having a time-manipulation class care about durations was kind of silly. )
The level 6 feature is a combination of Haste and the Astral Refuge feature from the Seeker Warlock. I've included the ability to cast spells on oneself solely to help multiclassers, as this monk does not have the ability to cast spells. I made sure it used concentration to make the monk have to choose between the Slow and the Haste effect.
The level 11 feature is a less powerful combination of the Drunken master features, and allowing the monk to move the Staggering Strike mark around like Hunter's Mark. UPDATE: Added the ability to use either Ki or Inspiration Potential, as the first option is basically cancelling disadvantage.
The Level 17 feature is just a Ki-based counterspell. It's written that way that you can burn lots of ki into it (they'll only have 20 per rest), but it stops being useful as soon as any one spell is cancelled.