Base Class: Fighter
You start to have visions, nightmares, or even sage wisdom come from places you don't completely foreign to you or even people you don't recognize. Time starts to warp around you as you and soon you will learn to control it and learn from it. The past, present and future are at your disposal, what will you do with it?
Afterimage Strike
You have honed your temporal focus until you can attack unnaturally fast.
When you reach 3rd level when you use your action surge you to grant yourself a bonus to all damage rolls against the opponent you hit as a version of yourself displaced by time attacks. Do not roll new attacks this bonus applies to the attacks done before the action surge’s activation, then use your action surge as normal. The bonus equals your fighter level+your dex or strength modifier (your choice).
Knowledge Conduit
You have visions that help on your journey, but you do not know where this knowledge comes from or when.
When you reach 3rd level you can use your action to give yourself advantage to any intelligence check as you close the gap between past, present and future for a 1 minute (concentration) or until advantage is used. This can be done equal to your intelligence modifier (minimum of one) per long rest.
Temporal Shift
You have mastered the technique of narrowly escaping deadly attacks.
When you reach 7th level you can choose one of two options as you slightly alter time and space. When you reach 10th level you get the other option. You can use only one per turn and only up to your intelligence modifier (minimum of one) before requiring a long rest:
Uncanny Dodge: when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion: when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Future Sense
Your visions become more clear and you can now control them in limited ways. Additionally your senses pick up the future pertaining to danger.
When you reach 10th level you can cast the Augury spell as a ritual once before requiring a long rest. You also have advantage with saving throws from traps and resistance against the traps damage. When you reach 15th level you can cast Legend Lore once before requiring a long rest.
Phasing
You can now cause rifts in time to displace your being. Potentially causing attacks to completely miss you.
When you reach 15th level you can use a bonus action to activate your phasing ability. This makes attack rolls against you be at disadvantage. However, if you are hit with an attack this is cancelled until the start of your next turn. A free action to deactivate this effect. Can be activated at will.
Supernatural Speed
At 18th level you've finally reached a point that makes you supernaturally fast. You can now use the temporal shift options at will. Additionally, your base walking speed is increased by 10ft.
Previous Versions
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6/4/2019 1:48:50 AM
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Coming Soon
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