Way of the Hourglass (5e Subclass)
From D&D Wiki
Way of the Hourglass
Monks who follow the Way of Hourglass harness time itself within their lives and martial arts combat. They learn techniques to slow and trip their opponents in time, affect the perception of time for themselves and others, and gain the ability to manipulate ki to change the physical body.
Level 3: By spending 1 ki point and a standard action, your body vibrates back and forth in time, becoming blurred, shifting and wavering to all who can see you. For the duration of one minute, any creature has disadvantage on rolls against you. An observer is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. Blur becomes available at 6th level without spending ki.
- Visible Echo
Level 3: Spending 1 ki for one minute, you conjure an echo of yourself in a space that you've been within the past minute. Until the spell ends, the echo move with you and mimics your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicate. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets your echo (1-10 hits echo; 11-20 hits you). An echo's AC equals 10 + your Wisdom modifier. If an attack hits the echo, it is destroyed. An echo can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all the echo is destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Level 6: You gain the ability to alter time around up to six creatures of your choice in a 40-foot cube within a range of 120 feet. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the 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. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. 2 ki.
Level 6: A creature you touch has its body revert back to a point in time wherein their wounds had not yet been inflicted. That creature gains hitpoints equal to 1d6 per ki spent + your Wisdom modifier. The d6 is replaced with a d8 at 11th level, and a d10 at 17th level.
- Déjà Vu
Level 11: You gain the ability to rewind time by up to one round for every 6 monk levels. By spending 4 ki per round backward, you and all willing creatures within 20 feet arrive with a strong sense of Déjà Vu as they remember the events that happened last time in what is now your future. Everyone is in the same position and the same physical condition as they were then. Everything that happened before will happen again in the same way as it did last time unless changed by the party’s actions. Purely random events may have different outcomes. All dice will be re-rolled for any battle or game of chance that you participate in.
Level 11: You can borrow time from the present as an action, and use it in the future. Select a duration, either one round or two rounds. Time stops for you for this duration and you may take no actions. When this duration ends, no time passes for other creatures and you may move and act normally for the chosen duration. Time restores to normal if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 100 feet from the location where you cast it. After you use this ability, you must finish a long rest before using it again. At 17th level, a short rest will refresh.
- Time Stop
Level 17: You gain the ability to briefly stop the flow of time for everyone but yourself by spending 5 ki. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.