Base Class: Fighter
You- yes, you in the back included- have probably either gone fast enough or hit hard enough to bend TIME ITSELF around your stuff. Let's see what you get to do after learning how to actually use that shall we?
Temporal influence
3rd level
You have a pool of points for usage of your Continuum's Blade features. Each time you use a Continuum's Blade feature you spend a point. This pool is equal to your proficiency bonus+strength modifier+3, and recharges on a short rest.
I got Time to Kill
3rd level:
Once per turn, if you wish, you may impose a -5 penalty to your next attack. If it hits, make a dexterity check, DC 10+proficiency bonus, and if you pass you get to apply one of these effects:
Temporal Tarnish: deal two more damage dice for one attack as the target withers from concentrated temporal energy in your blade
Temporal Terror: deal half of the triggering attack's damage and frighten the target of your next attack
Temporal Overlap: make 1/2/3 more attack(a) per turn for 3 turns. Can not gain effects from other Continuum's Blade features, and costs points equal to the number of extra attacks.
Tempo Control
7th level
You can send yourself into a state of extreme speed by slowing down how fast your body uses energy and speeding up how fast you move. You gain two of the following effects for 1 minute while in this form:
Perfect Trajectory: the timelines bully your attacks into following the perfect trajectory, with an annoyingly unstable attacking stance. Impose disadvantage on all your attacks, but autocrit on every hit. Your attacks also take a -3 penalty.
Punch the sun!: you gain resistance to fire, radiant and force damage, but become vulnerable to necrotic, cold, and thunder damage. Don't punch stars kids. Your attacks also deal 2d8 radiant, fire, or force damage.
Cease and Desist: you stop time for one singular being and incredibly briefly. They roll a dexterity saving throw, DC 10+Dex mod+proficiency bonus, and if they fail they lose their reaction for the next 3 turns as they are shoved into temporal stasis, also losing their next turn entirely. If they succeed they are unaffected.
Who needs Life? NOT ME!: you lose half your hp every turn and gain advantage on all attacks, have disadvantage imposed on all attacks against you, and cannot be healed for more than 10% of your max HP in a single turn.
Why are we here?: choose one creature you can see. It makes a Dexterity saving throw against your Cease and Desist DC at disadvantage. If it fails it cannot attack for 3 turns as it is forcibly given an existential crisis. If it succeeds it gains advantage on its next 2 turns as it's very soul is made motivated.
Temporal TwinTempo
10th level
Due to temporal instability you have gained another body, known as a TwinTempo form, to control. It has your movement speed, shares your hp, AC, actions, gear and levels, and anything you do can be done from the TwinTempo's location. For instance, if it uses an action, that action is consumed. If it moves, your movespeed decreases by the distance travelled. Any gear taken from the TwinTempo is removed from you and disappears, the singular peace of gear dropping from the body it's taken from.
Flow of lifespan
15th level
Your power over time manipulates the cellular integrity of those you strike, allowing you to deal 2d6 necrotic damage on your attacks while in temporal control form. The withered lifespans you take by dealing this damage flow into you, healing you 5×number of attacks at the end of your turn. you also gain resistance to necrotic and radiant damage, and if you already have resistance, immunity. If you already have immunity, you get to make an attack against anyone who deals necrotic or radiant damage to you, regardless of distance.
Temporal TriTempo/Shatterer of Time
18th level
Temporal TriTempo:
You gain another TwinTempo. Any attacks made against a TwinTempo have disadvantage if you aren't incapacitated.
Shatterer of Time:
Once per long rest, you may force Time itself to unravel and shatter as an action. Your next attack deals 3d10 extra necrotic damage, and any hostile enemies lose their turns. In return, you take 5d12 necrotic damage that cannot be decreased, even by other Continuum's Blade features. To use this again before a long rest, you must stab yourself through the chest and take maximum damage. Yes, that means you have to max crit yourself.
Additionally, if you have no Temporal influence points left when starting initiative or activating Shatterer of Time, you regain 6.
Previous Versions
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1/28/2024 10:34:28 AM
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1/28/2024 10:58:59 AM
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