Warlock
Base Class: Warlock

The Timekeeper exists in the space between seconds. They are the force that moves while the world changes around them. Infinitely old and undying, the Timekeeper resides deep within the Astral Sea, and as such, is a prime deity for Astral creatures such as the Gith. The Timekeeper is a generally neutral force, focused more on the maintaining of the clocks than on the people viewing them. However, there have been occasions where Buul'Uxcra has demanded actions seemingly unfitting of they're goal. 

Ocular Dilation

Starting at 1st level, you can connect with the powers of The Timekeeper and manipulate your vision to better see the world around you. As an action, you can tune your eyes to observe the world at a rate faster or slower than usual, granting you advantage on perception and investigation rolls for the duration. Additionally, you are able to better see imminent dangers, allowing you to make dexterity saving throws with advantage. 

While active, your enemies do not gain benefits from moving faster than you. If an enemy's AC is increased by result of faster movement (from the Haste spell, for example), they do  not gain an increase to their AC against your attacks. Conversely, if you are ever slowed in a way that would reduce your armor class, you do not suffer from the reduction to your AC. 

This transformation lasts 1 hour. Once you use this feature, you must complete a long rest before you can use it again. 

Tempo Action

At 6th level, your familiarity with the workings of time grants you the ability to briefly stop time. As a reaction, and while your Ocular Dilation is active, you can choose to move up to your movement speed without provoking attacks of opportunity. Additionally, you can chose to use this feature to evade both weapon attacks as well as targeted spell effects. A melee or ranged attack made against you when you use this movement automatically misses, and spell effects that target you automatically fail. You can use this feature after an attack roll is made, but must declare it's use before damage is decided. If you use this feature to evade an area of effect, you will still suffer damage if you are incapable of leaving the effected area with your movement (and you will still have to make any required saves). 

Once you use this feature, you must complete a long rest before you can use it again. 

Historical Insight

Starting at 10th level, your knowledge of the grand clock can be used to see events in history as they actually occurred. You gain proficiency in the History skill if you do not already have it. Additionally, you can use one of your Warlock Spell Slots to perform a ritual to gleam details of the past. This ritual has no material components, but requires one minute to complete. You then are given one minute of vision on one past event of your choosing. The information you receive is dependent on your DM's discretion, but the more specific you are with your request, the more specific an answer you shall receive. 

If the past event is directly tied to a living creature, that creature must succeed on a Wisdom Saving Throw against your Spell-Save DC if they wish to keep their past hidden. A creature can willfully fail the save, but the vision of the past is not framed by the creature's experience of the event. Additionally, if the creature succeeds the saving throw, you are still granted insight into the event, but the targeted creature gets to pick which details are omitted. 

Once you use this feature, you must complete a short or a long rest before you can use it again. 

Eyes Wide Open

At 14th level, you are nearly one with time itself. Your Ocular Dilation now lasts for 8 hours on activation. While active, your Tempo Action now allows you to choose between moving your full movement away, or taking an action and moving half your movement. The action you take must be either a weapon attack, a targeted spell, or using an item. 

If you use your Tempo Action to make a weapon attack, your target is considered paralyzed. If you use your Tempo Action to cast a spell, the spell must have a casting time of 1 action and cannot be used to target multiple creatures. If a targeted creature is required to make a Dexterity Saving Throw to avoid the spell's effects, they automatically fail the save. However, if the spell requires any other type of saving throw (Str, Con, Int, Wis, or Chr), the spell does not effect the target until your Tempo Action is complete, and the save is made normally. If the spell used has an area of effect, all creatures in the area automatically fail the save. A legendary resistance can still be used to succeed the save instead. 

Once you use the Improved Tempo Action, you must complete a short or a long rest before you can use it again. 

Previous Versions

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