Base Class: Fighter
Clockwork artists are those who have gained the ability to subtly manipulate time in different ways. While this ability is magical in nature, many practicing Clockwork Artists have no spellcasting ability. This magical anomaly causes confusion in those who wield it's power, often causing many to believe it to be a blessing that must be cherished, or a curse than must be overcome. Clockwork Artistry is an archetype catered around the practice of using different forms of time manipulation to enhance other abilities, such as striking technique, speed or unpredictability.
When choosing this subclass at third level, you must determine an event that caused your character to be able to manipulate time. You may either roll a random outcome on the Obtainment table or determine the setting specific event with your DM.
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Obtainment |
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1 |
A magical item was passed down to you, it's abilities reflect the features of this subclass. |
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2 |
You were born with a mysterious mark, giving you the abilities to perceive and manipulate time. |
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3 |
You were taught by a mentor figure, they instructed you on how to manipulate time. |
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4 |
Magical experiments on you at some point in your life lead to you being able to manipulate time. |
Subtle Time Manipulation.
Starting when you choose this archetype at 3rd level, your subtle ability to manipulate time and see into the future has given you proficiency in wisdom saving throws.
Timeless
When you choose this archetype at 3rd level, you learn to perform time related abilities to manipulate how you fight in combat.
Timeless. You learn two time abilities of your choice, which are listed underneath “Timeless” below. Timeless abilities are a mix of different applications of time manipulation, they take the form of both subconscious abilities and active abilities.
You learn an additional Timeless Ability of your choice at 7th, 10th, 15th, and 18th level. You may change your timeless abilities whenever you make a long rest.
Timeless points. You gain a number of timeless points equal to your Wisdom modifier (minimum of 1). + Your proficiency bonus. You regain all expended grit points after a short or long rest.
Saving Throws. Some of your Timeless abilities require your targets to make a saving throw to resist the effects of it. The saving throw DC is calculated as follows:
Timeless save DC = 8 + your proficiency bonus + your Wisdom modifier
Time Combat
You gain the abilities Blink and Double Tap. These count as Timeless abilities, however do not count as choices.
Double Tap
When you make an unarmed or weapon attack against a creature, as long as it lacks the "Heavy" property you may use 1 Timeless point to make another attack against the same creature. You may only do this once per turn. You may choose if this follow up attack was visible or not to creatures around it.
Blink
You may use your Bonus Action to spend 1 Timeless point and instantaneously move up to half your movement speed appearing at a destination that you could navigate to with that same movement. You may also use this as a substitution for going prone or getting up from the prone state.
Clockwork awareness
At 7th level, you add your proficiency bonus ({{proficiency#signed}}) to your initiative. Whenever you end your turn without spending a Timeless point, you gain one.
Time Flow
Starting at 10th level, you now have two charges of Action surge. These cannot be used on the same round. You can now decide whether your actions within action surge are visible to others or not.
Time Bypass
When reaching 15th Level, when you use Action surge, you can use a reaction to give another creature an additional action after yours.
Temporal Strike
Starting at 18th level, when making an unarmed or weapon attack, you may choose to make it a critical hit that bypasses all resistances and immunities. This can only be used once per short rest.
Timeless Abilities
These time abilities are presented in alphabetical order.
Bullet Time
As a bonus action, use 1 Timeless point to cause time to Time slow down around you for the remainder of your turn, allowing you to be more precise with your attacks. All attacks on this turn are made with advantage.
Disarming Blink
When you hit a creature with a weapon attack, you can expend one Timeless point to attempt to slow time and disarm the target. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object either lands at it's feet or is retrieved by you.
Emergency Pause
As a reaction to a creature using any form of action, you can use Action Surge. This expends the usage of your action surge. This allows you to make an action before resuming and allowing them to make their action.
Fanning Attack
When you make an unarmed or weapon attack against a creature, you may use your bonus action to use 1 or more Timeless points to attack an additional creature within 15 feet, and two additional creatures for each Timeless point after the first. none of which can be creatures already attacked by this feature.
Future Premonition
As a bonus action, you may peer into one possible future. You may ask the DM what will happen in the immediate future. Your DM must roll a 1d4, they may tell you the truth, something not far from the truth, something far from the truth, or nothing at all.
Precognition
Spending 1 Timeless point, you may take the Dodge action as a Reaction. This lasts until the start of your turn. This imposes disadvantage to anyone who would attack you, and gives advantage on Dexterity saving throws.
Rewind
Using an action, you can use 1 Timeless point to target a creature and have it's health be where it was 6 seconds ago. Each timeless point you spend allows it to go back another 6 seconds.
Tripping Phenomenon
When you hit a creature with a weapon attack, you can expend 1 Timeless point to attempt to knock the target down. It must make a Strength saving throw. On a failed save, you knock the target prone.
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