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Monastic Tradition:

Way of Flowing Sands


Monastic Tradition Shifting Sands
At 11th level, you gain the ability to move others subtly
At 3rd level, a monk gains the Monastic Tradition feature. The through time. After you roll initiative, choose one creature
following option is available to a monk, in addition to those you can see. You can increase or decrease that creature's
offered in the Player's Handbook. initiative by an amount up to your Wisdom modifier
(minimum of 1).
Way of Flowing Sands
Monks of the Way of Flowing Sands are untethered from the Quell the Sands
normal flow of time, channeling their ki to move effortlessly At 17th level, you learn to stop time with a thought. You can
through it. Those who follow this tradition learn to bend the use your Deflect Missiles feature without using your reaction.
flow of time and even to step briefly to another point in time In addition, when a creature fails its saving throw against
to lend aid to themselves. your Stunning Strike feature, it is paralyzed for the duration.
Way of Flowing Sands Features
Monk Level Feature
3rd Sands of Time
6th Armor of Sand
11th Shifting Sands
17th Quell the Sands

Sands of Time
Starting when you choose this tradition at 3rd level, you learn
step through time while preserving a delicate symmetry
between past and future.
Invert the Sands. As a bonus action, you can spend 2 ki
points to summon an echo of yourself from another time.
This echo appears in an unoccupied space you can see within
30 feet of you. For all practical purposes, you and the echo
are the same creature, and you occupy both spaces. At the
beginning of your next turn, choose either yourself or your
echo to disappear, returning to the echo's time.
Once you use this feature, you can't do so again until you
use your Balance the Sands feature or you complete a short
or long rest.
Balance the Sands. As an action, you can vanish until the
start of your next turn, assisting yourself in another time. You
can also spend 2 ki points to use this ability as a reaction
when you take damage.
Once you use this feature, you can't do so again until you
use your Invert the Sands feature or you complete a short or
long rest.
Armor of Sand
Starting at 6th level, you can instinctively change the flow of
time around yourself to protect you from danger. You have
advantage on Dexterity saving throws.
In addition, when a spell or effect allows you to make a
saving throw at the end of your turn to end its effect, you can
choose to make the saving throw at the beginning of your
turn instead.
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