Fighter
Base Class: Fighter

A fighter subclass that transcends the boundaries of martial combat by intertwining the art of war with mastery over time and temporal magic. These warriors harness the very fabric of the cosmos to manipulate reality, control the flow of time, and become formidable forces on the battlefield allowing them to strike with precision, defend with impenetrable barriers, and manipulate time itself. Temporal Timeblades are unrivaled masters of time and space, capable of both protecting themselves and wreaking havoc upon their foes. As they progress, they attain the pinnacle of temporal mastery, becoming Timeless Warriors who can temporarily stop time and take additional turns in battle. The Temporal Timeblade class embodies fusing martial prowess with temporal magic, granting them the power to shape the very flow of time to their advantage, making them a formidable and enigmatic presence on the battlefield.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots

The Temporal Timeblade Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level warlock spells of your choice.

The Spells Known column of the Temporal Timeblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Warlock spells you know with another spell of your choice from the Warlock spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your Warlock spells, since you learn your spells through forcing yourself to stay in your current place in time. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Temporal Timeblade Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Protective Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one suit of armor or piece of equipment (an amulet, a circlet or cloak as examples). You perform the ritual over the course of 1 hour, which can be done during a short rest. The suit of armor or piece of equipment must be within your reach throughout the ritual, at the conclusion of which you touch the suit of armor or piece of equipment (an amulet, a circlet or cloak as examples) and forge the bond.

Once you have bonded a suit of armor or piece of equipment (an amulet, a circlet or cloak as examples) to yourself, the armor can't be removed from unless you are willing or are incapacitated. If it is on the same plane of existence, you can summon that suit of armor as a bonus action on your turn, causing it to teleport instantly onto your body.

You can have up to one bonded suit of armor and one piece of equipment (an amulet, a circlet or cloak as examples), but can summon only one at a time with your bonus action. If you attempt to bond with a third item, you must break the bond with one of the other two.

Time Rend

Starting at 7nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an humanoid or a construct, to a maximum of 6d8.

Temporal Shifting

At 10th level, you learn how to make your spells effect a creatures control of their timing. When you damage a creature with a spell, it has disadvantage on attack rolls it makes against you until the end of your next turn.

Time Boosted

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Titan of Time

Starting at 18th level, you may cast Haste, and Slow once each per short rest without using a spell slot or requiring components. You may also cast Time Stop once per long rest.

Additionally, when you use your action to take the attack action, you can cast a spell as a bonus action (this spell cannot be Time Stop). This cannot be done if you have used your action surge this round or vice versa.

Previous Versions

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