Base Class: Fighter
As the Echo Knight uses the plane of Dunamis to manifest their alternate timelines, the Temporal Duelist uses the same energy in a more classic sense. They are masters of manipulating their own timestream, allowing them to blink in and out of place, and move at speeds unmatched by any other
Accelerated Timestream
At 3rd level, your standard tempo is higher than that of the average person. Your walking speed is increased by 5 feet, and increases by an additional 5 feet at 7th and 15th level in this class.
In addition, your speed of completing mundane tasks is increased dramatically. Whenever you engage in downtime activities, such as crafting, brewing potions, and research, you complete them in 1/4th the time that they would normally need
(Speed increases past lvl 3 have to be edited manually, cause dndbeyond is dumb :( )
Bounding Dash
Also at 3rd level, you can use the restless temporal energy inside your body to instantly traverse small distances. As a bonus action, you can teleport up to 10 feet to an unoccupied space you can see. The distance you can teleport is increased by 10 feet at 7th and 15th level in this class. If you make a weapon attack directly after teleporting, you deal an additional 1d8 force damage due to your restless temporal energy
This ability can be used an amount of times equal to your proficiency bonus, recharging on a short or long rest
Arrow Time
At 7th level, you gain the ability to use your accelerated movements to act before danger can reach you. When a creature you can see targets you or an ally within 10 feet with an unwanted effect, you can use your reaction to slow down time before the moment of impact.
Directly before the effect activates, you can move up to half your movement speed, along with one additional creature within range, as long as they are medium or smaller. If this would bring either of you away from the targeted area, the effect automatically misses
You can use this ability once every short or long rest
Kinetic Release
At 10th level, you learn how to convert the energy of your supercharged movement into the force of your strikes. When you use your movement directly before you hit with a weapon attack, you can choose to deal an additional 1d8 force damage for every 10 feet you moved in a straight line directly before, with a maximum amount of dice equal to your profiency bonus. In addition, the target is pushed back 20 feet, and knocked prone
You can use this ability once every short or long rest
Hastened Timestream
At 15th level, your already incredible movement is pushed even farther. As long as your movement is uninterupted, you can run across liquids, and up vertical surfaces and ceilings. In addition, your movement no longer triggers attacks of oppurtunity
Supercharged Acceleration
At 18th level, you have gained the ability to move so fast time appears to freeze in place completely, letting you act faster than the blink of an eye. When you use your Action Surge, instead of only one action, you can take a whole additional turn. When you take this turn, no other creature is able to take any reactions in response to you, as you act faster than they can even percieve
If you use an action surge outside of combat, you instead completely halt time for six seconds, as per the **Time Stop** spell
Comments