Fighter
Base Class: Fighter

For one reason or another, your body is stuck between time streams. It could have been a disrupted magician's experiment, a violent battle in the fields of unstable magic, or the gods playing a joke on you. In any case, such concepts as the future and the past are gradually losing their meaning for you.

Temporal Shift

When you reach 7th level, when you are hit by an attack, you can use your reaction and shift yourself forward or backward in the time stream. If you do so, the attack misses. After activating this ability, you must complete a short or long rest before using it again.

At 18th level, you can use this ability twice before you must complete a short or long rest.

Temporal Anomaly

At 3rd level, despite your predicament, you have learned to manipulate time streams to help yourself during battles.

Using a bonus action, you can give yourself an advantage on your next attack, and disadvantage on the next attack against you. You may do this a number of times equal to half your proficiency bonus, rounded down.

You may exceed this number, but each time you use this ability in excess you must roll a Constitution saving throw with a DC 10. After each successful saving throw, the difficulty increases by 5. On a successful Saving Throw, the ability triggers.

If it fails, you become stunned as your body cannot withstand the strain of the constant temporal fluctuations. The number of rounds you remain stunned is equal to the number of times you use this ability in excess. Once you come out of the stunned state you cannot use this ability until you complete a short or long rest. After that,  the DC resets to 10.

Time Thief

At 10th level You have learned how to steal time from other creatures by manipulating time streams.

After making a melee attack, you can force a creature to make a Constitution saving throw with DC 8 +  Your Proficiency Bonus + your Constitution Modifier. If the creature fails it, it skips its next turn, and you regain one use of Action Burst. Once you successfully use this ability, you cannot use it again until the end of an short or long rest.

On a successful saving throw, the creature acts as normal and you cannot use this ability again for 1 minute.

Turn the clock back

When you reach the 15th level, time affects you less, but you can affect it more.

Using an Action, you choose one creature within 30 ft. that you can see (including yourself). The creature must make a Constitution Saving throw with an DC of 8 + Your Proficiency Bonus + your Constitution Modifier (it may voluntarily fail it). If the creature fails it, you make it, everything it did and everything it interacted with go back one turn.Health, torn off limbs , location on the battlefield, number of spell slots, states, and the effects of their spells go back one turn.

It is impossible to bring a dead creature back to life with this ability, the outcome of fate is beyond even your control.

Once you have used this ability, you cannot use it again until you complete an long rest.

Temporal Lord

When you reach 18h level Your body has become completely disconnected from time, allowing you to return with renewed strength even in the most difficult moment of battle.

Once per week, you can restore your body back to the peak of your strength. When you use this ability, you regain all uses of Burst of Action, Second Breath, Indomitable, Temporal Shift, and Turn the clock back.

However, there is a 25% chance to move forward or backward in time by 1d6+ 4 days when you use this ability. The DM rolls a d100 to determine whether you are staying in place or being pulled through the time stream.

Comments

Posts Quoted:
Reply
Clear All Quotes