Ranger
Base Class: Ranger

Rangers of the Timelost Conclave are able to control their personal state of time and existence. Perhaps you’re a warrior capable of harnessing dunamis in the continent of Wildemount, or you were exposed to a magical experiment that used some not yet understood forces of magic.

Whatever the case may be, you can escape the trickiest of situations, rewinding your body to the space you used to occupy, as well react faster than others to danger, stop the ageing process on your body, and even heal yourself by recalling back to a time in which you didn’t have an arrow sticking out of their chest.

Timelost Spells

You learn an additional spell when you reach certain levels in this class, as shown in the Timelost Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level

Spell

3rd

feather fall

5th

hold person

9th

haste

13th

resilient sphere

17th

hold monster

Timeless Body

Beginning when you first pick this conclave at 3rd level, you have mastered your own time in small ways. You no longer age naturally and, as a bonus action on your turn, you can change your appearance to that of an older or younger version of yourself. Your size cannot be changed in this way and you suffer none of the penalties of old age.

Timely Reversal

Also at 3rd level, you can use your control over time to rewind time just for yourself. At the end of your turn, you can choose to reverse your own time (no action required), causing you to move backwards without provoking opportunity attacks, rewinding yourself towards the space you occupied at the end of your last turn. If you aren’t on initiative, you can use this feature once, regaining the ability to use it again when you finish a short or long rest, but you are able to use it at will during combat.

Furthermore, once per turn, you can deal additional force damage to one creature you hit with an attack. The damage equals 1d8 if you didn’t use your Timely Reversal on your previous turn, or 1d4 if you did use your Timely Reversal feature if you did. At 11th level, these dice increase to 1d10 and 1d6, respectively.

Moment in Time

Starting at 7th level, you can isolate and replicate a moment in time.

Whenever a creature you can see within 15 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to note the number rolled. The next time that same creature attempts the same type of roll as the one you noted within the next 10 minutes, you can use your reaction to force the target to succeed on a Charisma saving throw against your spell save DC or be forced to use the number you noted for it. A creature can willingly fail this save, and you can use this feature once, regaining the ability to use it again when you finish a short or long rest.

Chronurgy Herald

At 11th level, you gain the following features:

Healthy Reversal. When you rewind yourself back in time, you can choose to reverse more than just your position. If at the end of your last turn you had more hit points or temporary hit points than you did when you activated the feature at the end of the current turn, your current hit point and temporary hit points amount rewinds itself as well, causing you to regain hit points and temporary hit points equal to the difference. Once you rewind your body this way twice, you can’t do so again until you finish a long rest. 

Timely Reflexes. You gain advantage on initiative rolls and, whenever initiative is rolled but before the first turn of combat starts, you can change your time and someone else’s as a reaction, changing your place in the initiative order for theirs. Once you do so, you can’t do it again until you finish a long rest.

Timelost Strike

By the time you’ve reached 15th level, you can cause an enemy to be ravaged through time. Whenever you hit a creature with an attack, you can force them to succeed on a Constitution saving throw against your spell save DC or become timelost themselves.

On a failed save, the creature momentarily disappears, returning to its space at the end of the current turn. When it does, it immediately takes necrotic damage equal to three times your ranger level, it is forcibly aged to be 2 years older, and starting on the next round of initiative, their initiative roll is changed for a 1.  

Furthermore, until the end of its next turn, the creature can’t take reactions and its speed is reduced by half. You can use this feature twice, regaining the ability to use it again when you finish a long rest.

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