jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Subclass: Way of the Chronal Fist Monk (Time) #5

Open jackhaydock opened 1 year ago

jackhaydock commented 1 year ago

Ideas:


Features

Way of the Chronal Fist

Those who follow the Way of the Chronal Fist focus their knowledge and abilities on the temporal fabric of the multiverse, using martial arts to warp it to their benefit. With this knowledge they can alter a creatures position and velocity in time.

Dilation Strikes

Starting when you choose this tradition at 3rd level, your unarmed strikes can alter the timestream of creatures you hit. Once per turn, when you hit a creature with an unarmed strike, you can choose to either increase or decrease the target's speed by 10ft until the start of your next turn. In addition, you can choose to forgo damage on the attack to increase or decrease the target's speed by an additional 10ft.

Perfect Timing

Starting at 3rd level, you can subtly alter your perception of time to ensure you act at the perfect moment. When you make an ability check that uses your Dexterity modifier, you can expend 1 Ki Point to gain a bonus to the roll equal to your Martial Arts die. Maybe also dex attacks? That may be rather strong.

Chronal Dodge

Starting at 6th level, when you or a willing creature you can see within 5 feet takes damage, you can use a reaction to jump the target forward through time a few seconds. The damage taken by the target is reduced by two rolls of your martial arts die and the target is transported to a harmless demiplane outside of time and is incapacitated until the start of its next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fast Forward Fist

Starting at 11th level, you can use your strike to attempt to force a creature forward through time. When you hit a creature with an unarmed strike or a monk weapon, you can spend 4 ki points to force that creature to make a Charisma saving throw. On a fail, the creature is hurled through a harmless demiplane between timelines, and is incapacitated. The creature can repeat the saving throw at the end of each of its turns, returning to the space it left on a success, or appearing in the nearest unoccupied space if its space is occupied. The creature also returns early if you lose concentration (as if concentrating on a spell) If a creature is still in the demiplane after 1 minute, the effect no longer requires concentration and the creature returns to the space it left 1d8 days/1d12 x 4 hours after the moment it left. Either way, no time appears to have passed at all from the creature's perspective. Do I need a caveat about timed effects, incapacitated usually breaks most of them. Need to figure out limited uses and/or Ki point cost. Stunning strike is still mostly better, need to differ it more

Chronal Ki Features

Starting at 17th level, you learn to split yourself across multiple timelines, performing all them simultaneously, before merging back into the original. Doing so allows you to enhance several your ki features as described below.

Flurry of Blows. When you use your Flurry of Blows, you can make three unarmed strikes rather than two. In addition, your unarmed strikes have a reach of 15 feet for the duration of the current turn.

Patient Defence. When you use your Patient Defence, once before the start of your next turn, when a creature targets you with an attack, you can make an unarmed strike against that creature before it can complete the attack, provided they are within reach of your unarmed strike and you are not incapacitated. This unarmed strike does not cost a reaction. If this unarmed strike reduces the creature to 0 hit points, or otherwise leaves them unable to make the attack, the attack it made against you misses and you take no damage.

Step of the Wind. When you use your Step of the Wind, you can take both the Dash and Disengage action with the same bonus action. In addition, your speed increases by 10 feet for the duration of the current turn.


Discarded/Undecided Features

Dilation Strikes

Starting when you choose this tradition at 3rd level, your unarmed strikes can alter the timestream of creatures you hit. When you hit a creature with an unarmed strike, you can choose to increase or decrease (your choice) their speed by 5ft until the start of your next turn (you can choose to forgo damage on this attack). If you hit the target with subsequent unarmed strikes in the same turn, you can change the target's speed by an additional 5ft for each hit.