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