Base Class: Fighter
The techniques of the Distorted Warrior have been passed down through the ages. However, it is rare to find one of these warriors, and even rarer to find one older than 50. Due to their powers of distorting reality, their body deteriorates fast, as it cannot deal with the raw power of the multiverse. Many elves train in this style, along with other long lived races, because their natural vigor helps them last long enough to do lasting good before the multiverse claims them. The actual abilities of this style focus on manipulation, omitting, and distortion of time, space, energy, and even reality. Most warriors chose to use distortions related to a singular aspect, though some channel all 4 aspects throughout their body, though this dramatically lessens their lifespan. Aspects of time and space are the most basic, and have the least amount of impact on a wielder's life. Energy takes a moderate amount of life from the wielder, but temporarily energizes the user, and it can be addictive, eventually turning the user into a desiccated husk. Reality is the most dangerous, and takes the most.
In the deepest parts of the Astral plane, there are enclaves of these fighters. Each Enclave is maintained by multiple Distorted Masters, because the power necessary to keep these enclaves in the plane is way too much for any mortal.
Multiversal Aspects
At 3rd level, you gain access to the aspects of the universe. There are 4 of these, Time, Space, Energy, and Reality. However, you gain access to energy at 7th level, and reality at 10th level. Each aspect has powers, which are included in the Aspect Ability List at the end of this subclass description. You can choose a number of these equal to you proficiency bonus. Some of them have prerequisites, which must be met for you to choose that power. You can change your Aspect Abilities over a long rest. In addition, choose one of the Aspects you have access to, and you gain a special feature related to the Aspect you are focusing on. You can change your focus over a long rest.
Energy Focus: Infused Strikes
At 7th level, you have opened your soul to the energy of the universe. It overwhelms you, making you feel both small and large at the same time. You have learned to channel it into your strikes. The first weapon attack or unarmed strike on a turn deals an extra 1d8 damage of one of the following types: Fire, Cold, Acid, Poison, or Lightning. This damage increase to 2d8 at 15th level.
Reality Focus: Modifications
At 10th level, you have gained access to the final Aspect. You can now warp reality, but be wary, for it is very dangerous. As an action, you can change the properties of an object. You can change a number of Properties equal to your Con mod. It takes one hour per property changed. This ability then cannot be used until after the next longest. Properties include damage type, weapon properties, material, or another category chosen by your DM.
Space Focus: Rift Blade
At 3rd level, you have focused on Space. Feel its fabric, how it expands infinitely. You can rift it to make weapons. Choose a weapon you have proficiency in. You can create a blade made of rifted space that has the same properties as that weapon, but deals force damage. You can summon or dismiss this weapon as a bonus action. Only one weapon can be made at a time.
Time Focus: Predictions
At 3rd level, if you focus on the aspect of Time, you can see how it flows. This allows you to sense what is coming. You gain Advantage on Initiative, Perception, and Investigation checks, and cannot be surprised. You also have a bonus to Initiative, Perception, and Investigation rolls equal to you Proficiency Bonus.
Aspect Points
At 3rd level, you have gained access to the energy of the Multiverse. Aspect Abilities are fueled using Aspect Points. You have a number of these AP equal to your level times 2. If 10 or more are used in a turn, you take 1d10 unreducible necrotic damage, and if 15 or more are used in a turn, you take 2d10 necrotic damage and gain a level of exhaustion. If you use up all your AP, you gain a level of exhaustion, but only if you have more than 10 total AP.
The DC for this classes' features is 8 plus you proficency bonus plus you con mod.
Distorted Constitution
At 7th level, the multiverse's power has changed your body. You no longer need to eat, breathe, sleep, or drink, and you have proficiency in Con saves. You also can't be aged magically, though you can be aged by the abilities of Distorted Warriors above 7th level. Your life span is doubled, and you don't suffer the frailty of old age.
Multiverse Burst
At 10th level, you have learned how to channel the power of the Multiverse into a burst of strength and energy. As an action, spend X AP. Then, choose X targets, and they take Yd10+ X damage if they fail a Con save. On a success they take half damage. Then, you can take the attack action, using all your attacks, adding X to the damage of each attack. X is the amount of AP spent, and Y is equal to you proficiency bonus. The targets must be within 30ft of you.
Boon of the Multiverse
At 15th level, you have gained the ability to channel more of the power of the multiverse through your veins. You gain an ability based on which Aspect you are currently focusing on.
Energy Focus: Reabsorbtion
You can reabsorb the energy you channel in Infused Strikes. When you use Infused Strikes, you regain a number of HP equal to half the damage dealt. You also gain immunity to the damage type dealt until the end of your next turn.
Reality Focus: Creation/Fabrication
You can generate objects out of nothing, even if they are complicated, as you coalesce the strands of reality. You learn the spells Creation and Fabricate. You can cast these spells for free a number of times equal to your con mod, and then must take a long rest before doing so again. However, if you want to create more, you must spend AP equal to the GP cost of the item divided by 10, rounded up.
Space Focus: Pocket Dimension
You have gained the ability to create a pocket dimension. It is a permanent demi plane that you can summon as a Bonus Action as long as you have this feature. It can hold an infinite amount of item under 20 pounds. When you summon it, you can create a rift as the entrance. It can be as large as you Con Mod time 10 feet in any direction(Minimum of 10ft). You can hold a number of creatures equal to you Proficiency Bonus in there, and when you summon the rift, you can choose what come out of it. You always know exactly what is in you Pocket Dimension. By spending 5AP, you can force a creature to make a STR Save, or be pulled into the rift, as long as the rift if within 15ft of them.
Time Focus: Time Loop
As an action, you can spend 10 AP and place a temporal anchor at this moment. After a number of rounds equal to you Proficiency Bonus, reset time to the Temporal Anchor. Everything resets to how they were in that moment. You retain all memories from past resets. However, if you die, the loop ends.
Incarnation of the Multiverse
At 18th level, you have gained the ability to open your heart and soul to the multiverse's power. It channels through your skin, making you infinite for a short while. As a Bonus Action, you transform. You gain a flying speed equal to twice your walking speed, and when you take the attack action on your turn, you can make twice as many attacks as normal. You gain temporary hit points equal to your Proficiency bonus plus your con mod times 10. You are also immune to non-magical Bludgeoning, Piercing, and Slashing damage. This form lasts for one round, and one AP must be used at the start of each turn, to a max of 10 AP. However, you an end this form, using Multiverse Burst. As an Action, end this transformation the amount of attacks you make are doubled, and so is the amount of targets you choose for the initial damage. You can spend up to 5 AP on Multiverse Burst.
Aspect Abilities.
Listed Below are aspect abilities. You know a number of these equal to your proficiency bonus. They have an associated AP cost. Some Abilities modify others, and in order to use them, you have to spend AP on the original ability, and the modification ability. You can change your Abilities over the course of a Long Rest.
Absorb Energy XAP
You have learned to reduce damage that you take by absorbing it and then putting it back into the universe. As a reaction to taking damage that is not Bludgeoning, Piercing, or slashing Damage, you can reduce the damage by Xd4, X is the amount of AP spent.
Advanced Looping 2AP
You have gained increased control over temporal looping. When you die in a loop, it resets. You can choose creatures to remember their past loops. You can also cause a reset as a bonus action.
Bodily Rewind 6AP
You have learned how to heal your allies by rewinding their bodies back to healthier conditions. As an action, you can touch a creature and restore 2d8 hit points to it. Alternatively, you can heal 1d8 hit points and remove one condition afflicting the target.
Consuming Rift 2AP
You have learned to pull people into your Pocket dimensions. When you open a rift, you can use the same bonus action to force a creature within 5ft to make a Str or Dex save, your choice, or be pulled in. If they are pulled in, they cannot leave the Rift until that rift is closed.
Deteriorate 2AP
You have mastered the ability to weaken creatures. When you use Rapid Aging, you can use this ability to have it affect even creatures that cannot age.
Energy Blast 2AP
You have gained the ability to channel energy through your weapons and strikes, firing it in ranged bursts. When you take the attack action on your turn, you can replace one attack per turn to fire off an energy blast. Choose a target within 30ft of yourself, and make an attack roll, you are proficient in it, and it uses you Con mod. On a hit, the target takes damage equal to one roll of the weapon's damage dice. The damage type is either fire, cold, poison, acid, or lightning, your choice when you use the blast.
If you have Infused Strikes from Multiversal Aspects, Energy blast deals the full damage that your attack would deal, and the range is doubled. On a Nat 20, you can choose a second creature within 60ft of the target, and make a second attack against it. This can chain indefinetly.
Overcharge XAP
You have learned to empower those around you, briefly filling their body with more energy than they should ever have. As a bonus action, chose one creature within 30ft of you that you can see takes Xd4 force damage, and they gain a bonus to attack and damage rolls equal to X. They also gain a bonus to speed equal to 10X. X equal the amount of AP spent.
Override 4AP
You have realized that if creatures won't take your damage, you can force them. As a Bonus Action, when a creature doesn't take full damage from one of your attacks due to resistance or immunities, you can ignore that resistance or immunity.
Rapid Aging 4AP
You have figured out how to cause rapid aging in a target. As an action, you can make a melee weapon attack against a target within range. If you hit, the target take normal damage, and must make a con save. On a fail, they gain 2d6 years of age, and take 1d8 necrotic damage. They also get a -1 penalty to attacks. This fails on creatures that cannot age, but the AP is spent.
See Past 4AP
You have found the ability to see into the past in reaction to your mortal sense failing you. As a reaction when you fail a history or religion check, you can use this ability. You succeed instead, and gain a vision on the important history of the query.
Spatial Dodge 2AP
You have learned how to utilize your space bending powers to dodge attacks. As a reaction when you are targeted by an attack, and aren't caught by surprise, you can gain a +4 bonus to AC until the end of the attacker's turn. At the end of the attacker's turn, you can teleport 30ft away.
Splice 6AP
You have learned to rift through people's bodies using the power of Space. As an Action, choose a creature within 30ft of you that you can see. They must make a Wis save or take 3d10 force damage. If they fail by 5, they also lose a small limb, either a foot or hand, which can be regained by the spell Regenerate or Lesser Restoration. If they fail by 10 or more, they lose an arm or leg, which can be regained through the Spell Regenerate or Lesser Restoration. If they fail by 20 or more, or get a Nat 1, they die.
Steal Resistance 6AP
You have learned to steal some of the powers of other creatures. Choose a creature within 30ft of you that you can see. If you know one of its resistances or immunities, you can take it if they fail a Wis save. On a fail, they lose a resistance or immunity of your choice, and you gain it.
Switcheroo 2AP
You have learned the ability to switch places with other creatures. As a bonus action, choose one creature within 30ft of you that you can see. It must make a wis save if it is unwilling, and you and the target switch places if they fail the save.
Teleporting Strike 2AP
You have learned to attack and teleport at the same time. Whenever you teleport within 5ft of a creature, you can make one attack as part of the same action, bonus action, or reaction with your rift blade. If you teleport with your bonus action, you have advantage on all your attacks on the turn.
View Resistance 4AP
You have found the ability to see the movement of energy through creatures. As a Bonus Action, you can choose one creature within 30ft of you that you can see. You learn all its resistances and immunities.
Warp Jump XAP
You can jump through the strands of space, to appear somewhere else. As a Bonus Action, you move X times 20ft away to an unoccupied space you can see. X is the amount of AP spent.
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