Base Class: Fighter
The Chronomancer Knight is a fighter who has unlocked the secrets of time manipulation, enabling them to control the flow of time in battle.
Temporal Strikes
Beginning when you choose this archetype at 3rd level, You learn to manipulate time to enhance your strikes. Once per turn, when you hit a creature with a weapon attack, you can choose to deal an additional 1d6 force damage as you momentarily accelerate time around your target. This damage increases to 1d8 at 7th level, 1d10 at 10th level, and 1d12 at 15th level.
Chronal Reflexes
Starting at 7th level, Your mastery of time grants you a heightened sense of awareness. You gain advantage on initiative rolls, and you may use two reactions each round instead of one while in combat.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Mobile Fighting
When you take this fighting style, your base movement speed increases by 10 feet. Additionally, when you use the dash action, your next attack roll is made with advantage.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Time Shift
Starting at 10th level, as an action, you can manipulate time around yourself, allowing you to do one of the following:
- Time Dash: You can move up to your speed as a bonus action without provoking opportunity attacks for one minute.
- Temporal Defense: You gain a +2 bonus to your AC for 1 minute and you can't be affected by critical hits during this time.
- Quick Strike: You can make an additional weapon attack as part of the same action for 1 minute.
You can use this feature once, and you regain the use of it after a short or long rest.
Time Mastery
Starting at 15th level, your control over time becomes more precise. You can now use your Temporal Strikes any amount of times per turn.
Temporal Ascendancy
At 18th level, you have become a true master of time manipulation. You learn the "Steel Wind Strike" spell and may cast it once per long rest without expending a spell slot and May use strength or dexterity as your spell casting ability.
Additionally, when you use your Time Shift feature, you can choose two of the effects to combine within the same action.
Previous Versions
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11/22/2023 4:20:32 AM
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