Fighter
Base Class: Fighter

Time Raiders have the ability to manipulate time itself to their own ends. They can mold and shape seconds as a potter shapes clay, compress hours into minutes, freeze a creature in time, and even steal time from those nearby. Those who use these powers to protect the timeline are known as Timekeepers, or Chronal Wardens, while those who use these powers for their own ends are known as Time Bandits. Whatever they call themselves their power is undeniable, and as inexorable as time itself.

Time Raider Features

FIGHTER LEVEL FEATURE
3rd Sense of Time, Temporal Displacement, Turn Back the Clock
7th Stolen Moments
10th Split Second Timing, Strike Still the Clock
15th Temporal Respite
18th Overtime

Saving Throws. Some of your subclass features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Temporal save DC = 8 + your proficiency bonus + your Wisdom modifier

Sense of Time

3rd-level Time Raider feature

You have an innate ability to sense the flow of time.

You always know precisely what time it is, and exactly how long until the next dawn and dusk, in any location you are familiar with on both your home plane of existence, and whichever plane you are on if it is different.

In addition, you can sense any effect that is altering the flow of time for a creature or location within 30 feet of you.

Temporal Displacement

3rd-level Time Raider feature

In combat, you can subtly shift a creature a fraction of a second in time to either give it an edge, or gain one over that creature.

As a bonus action you can attempt to manipulate the flow of time for yourself, or a single creature of your choice that you can see within 30 feet. An unwilling creature must succeed at a Charisma saving throw to resist this effect, otherwise it is affected in one of the following ways beginning next round:

  • Timestall. The creature’s Initiative count decreases by 1d4 until the end of combat.
  • Timeskip. The creature’s Initiative count increases by 1d4 until the end of combat.

You can use this feature 3 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 7th level (4 uses), 10th level (5 uses), 15th level (6 uses), and 18th level (7 uses).

The die size for this feature increments to d6 when you reach 10th level in this class. Starting at 15th level, whenever you use this feature on yourself you count as always having rolled the maximum result on the die.

Turn Back the Clock

3rd-level Time Raider feature

You can unwind a moment in time for a single creature, forcing it to retake its steps, and possibly change the outcome of its actions.

Whenever you or a creature you can see within 30 feet finishes its turn you can spend your reaction in an attempt to rewind time for that creature. The creature’s original turn is undone, its actions and movement are unspent, and the creature can immediately retake its turn. An unwilling creature must succeed at a Charisma saving throw to resist this effect.

Once you use this feature you cannot use it again until you finish a short or long rest. Starting at 18th level you can use this feature twice between rests.

Stolen Moments

7th-level Time Raider feature

You can steal precious seconds from another creature in combat.

As a bonus action you can choose a creature you can see within 30 feet to make a Charisma saving throw; a creature can choose to fail this save. On a failed save, both of the following effects take place:

  • That creature’s next turn only lasts 4 seconds instead of 6, and it cannot take either a bonus action or a reaction (your choice) until its following turn.
  • Your next turn lasts 8 seconds and you can take an additional bonus action or reaction (your choice) before the beginning of your following turn.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum 2 times), and regain all uses whenever you finish a long rest.

Split Second Timing

10th-level Time Raider feature

You can momentarily accelerate time for yourself, possibly causing a blow to miss you, that otherwise would have struck.

Whenever you are hit with an attack you can force your attacker to reroll the attack roll and your attacker must use the new roll. If the attack still hits and is a critical hit, it becomes a normal hit.

Once you use this feature you cannot use it again until you finish a long rest. When you reach certain levels in this class you gain an additional use of this feature: 15th (2 uses) and 18th level (3 uses). You can only use this feature once per attack.

Strike Still the Clock

10th-level Time Raider feature

You are able to momentarily suspend a creature in time, rendering it inanimate.

Whenever you hit a creature within 30 feet with a weapon attack, you can force it to make a Charisma saving throw. On a failed save it is petrified for a number of rounds equal to your Wisdom modifier (minimum 1). While petrified the target can repeat this saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.

Once you successfully use this feature you cannot use it again until you finish a short or long rest.

Temporal Respite

15th-level Time Raider feature

You can temporarily alter the flow of time around yourself so that an hour for you is mere minutes to the world.

Whenever you take a short rest you can alter the flow of time for yourself and up to 7 other creatures who take a short rest with you, allowing you all to complete a short rest in 10 minutes. A creature still counts as having spent a full 60 minutes during its rest. During this time you are incapacitated, but can spend hit dice (as normal). If a creature engages in activity that interrupts its rest (such as combat), it returns to the normal flow of time. This rest immediately ends if you drop to 0 Hit Points. Once you use this feature you cannot use it again until you finish a long rest.

Overtime

18th-level Time Raider feature

When a handful of seconds could change the world, you can find those extra seconds to spare.

At the end of your turn you can activate this feature, when you do you immediately take another turn after this one. Once you use this feature you cannot use it again until you finish a long rest.

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