Fighter
Base Class: Fighter

Fighters who train to be Chronosurgers can unleash bursts of energy to alter time around them. Whether this is enhancing their own abilities or crippling those of their foes. Chronosurgers can capitalize ruthlessly to their advantage. But beware, your time-altering actions can lead to devastating consequences.

Chronal Surge

Starting at 3rd level, you gain the ability to use a Chronal Surge, granting you a brief control over reality. You regain all expended uses of Chronal Surge when you finish a short or long rest. You gain another use of Chronal Surge at 7th level and one more at 15th level.

Chronal Surge DC = 8 + your proficiency bonus + your Constitution modifier.

Chronal Surges

Rush. You can spend one Chronal Surge as a bonus action to rapidly enhance your movements. When you use this ability you gain the following effects until the end of your next turn.

Your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (non-spell attacks only), Dash, Disengage, Hide, or Use an Object action.

When the effect ends, you cannot move or take actions until after your turn.

Delay. You can spend one Chronal Surge as a bonus action to cause all creatures within 10ft of you to make a Constitution saving throw. Creatures that fail the save suffer the following effects until the end of their next turn.

Its 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 a 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.

When the effect ends, each afflicted creature gains one additional action to use on their next turn only.

Suspend. You can spend one Chronal Surge as an action to temporarily stop time. No time passes for other creatures, while you take one additional turn in a row, during which you can use non-spell actions and move as normal.

This effect ends 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 500 feet from the location where you used the ability.

Once this effect ends, you suffer one level of exhaustion and cannot regain Chronal Surges until you finish a long rest. 

Timely Manner

At 7th level, your time-warping abilities grant you a permanent swiftness. Your speed increases by 5ft and you can add your Constitution modifiers to your Initiative rolls.

Fast Forward

Starting at 10th level, when you take the Dash action, you can instead choose to teleport a distance up to your movement speed.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can spend one use of Indomitable to act normally on your first turn.

Non Stop

Beginning at 15th level, your control over time flows seamlessly with the rest of your abilities. When you use the Action Surge or Second Wind features, you can choose to trigger one Chronal Surge as part of the feature.

Final Countdown

At 18th level, you're almost never without your reality bending powers. When you roll initiative and have no Chronal Surges remaining, you regain one Chronal Surge. You can't benefit from this ability again until you complete a short or long rest.

Chronosurger Image

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