Fighter
Base Class: Fighter

Time knights are an advanced class of fighters who have only mastered 1 form of magic, the art of time.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Chronology Commander

When you take choose this archetype at 3rd level, you can control the flow of time around yourself and others. You gain access to a pool of points call Time Points. You have a number equal to twice your proficiency bonus + 1 and they fuel various powers you have, which are detailed below. You regain all of your expended Time Points when you finish a long rest.

The powers below use your Time Points.
Ephemeral Leap. As a bonus action, you can expend a Time Points to jump into the future. You disappear until the start of your next turn, where you reappear in the space you left or in an unoccupied space nearest to that space if it's occupied
Brief Retraction. As a bonus action, you can expend a Time Point to teleport up to 20 feet to an unoccupied space. You do not have to see that space, but you must have occupied it at some point since the start of your previous turn.
Perceived Slowness. As a bonus action, you can expend a Time Point to grant yourself or an ally within 30 feet of you the benefits of the Dodge action. This benefit lasts until the 
start of your next turn.

Second Sight

You gain a bonus to initiative rolls equal to your proficiency bonus

Diminished Second

At 7th level you can drastically slow the passage of time in bursts. When you take an additional action using your Action Surge feature, you gain the following benefits:
• You do not provoke opportunity attacks from other creatures.
• Your attack rolls are made with advantage.

Temporal Recharge

At 7th level you can regain a portion of your expended power by surrendering yourself to the flow of time. As a bonus action, you can cause yourself to enter a suspended state of animation and become frozen in place.

While in this state, you are paralyzed yet conscious to your surroundings and remain fixed in place, even defying gravity. This state ignores immunity to the paralyzed condition. You do not move unless 8,000 pounds of force is applied to you, and you continue to take damage as normal under your current conditions. You remain in this state until you dismiss it (no action required), die or are reduced to O hit points.

If you start your next turn while still in this state, you regain a number of Time Point equal to your proficiency bonus, up to your maximum and you end the effect. Once you exit this state, you cannot use this feature again until you finish a long rest.

Chronology Controller

At 10th level your improved control over time grants you new abilities, detailed below. Some powers allow you to cast spells. To cast one of these spells, you use its casting time and other rules, unless stated otherwise, but you don't need to provide material components for it. Intelligence is your spellcasting ability for these powers and the DC for any saving throws is equal to 8 + your proficiency bonus + your Intelligence modifier. 

Increase Passage. You can expend three Time Points to cast the haste spell. Spending Time Points on another ability causes you to lose concentration on the spell

Decrease Passage. You can expend three Time Points to cast the slow spell. When you cast the spell in this way, you can instead choose a number of creatures up to your half your proficiency bonus (rounded up) within range to be affected by the spell. Spending Time Points on another ability causes you to lose concentration on the spell

Temporal Strike. When you hit a creature with a weapon attack, you can expend two Time Points to force it to make a Charisma saving throw. On a failure, it is pushed into the future, disappearing from its space until the start of your next turn. It reappears in the space it left or in an unoccupied space nearest to it if it's occupied.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Paradox

At 15th level you are able to manipulate the flow of time to remove an event from existence. When a creature you can see within 60 feet of you uses its action to make an attack roll cast a spell or use an object, you can use your reaction to cancel its effects, as if the creature used its action to do nothing or missed its attack roll You can do so even after witnessing the results of the event, but before the creature can take another action, make another attack roll or end its turn. All other creatures aren't able to discern that you used this ability and only you are able to recall what action the target originally took.

Once you use this feature, you cannot do so again until you finish a long rest, unless you expend four Time Points to use it again.

Master of the Moment

At 18th level, you are able to capture a moment in time to act out of. As an action, you can cast the time stop spell. Instead of rolling for the number of additional turns you take when you cast this spell, you take the minimum number of turns possible without consequences.

Once you use this feature, you cannot do so again until you finish a long rest.

Time Knight Image

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