Base Class: Fighter
Some fighters are able to weave magic, some excel in weaponry. Some use psionic powers or someone echoes of their being. But some are not so lucky. Temporal Knights are fighters from beyond the fabrics of space and time, thrown into the rifts of the laws of the multiverse itself. Returning from the outer dimensions is no easy feat, and many who do are in a constant unstable state, a fragment of chaos and entropy of space and time. However, they are also able to bend those rifts to their own.
Temporal Knights are in a constant state of flux, and it requires great strength to remain in a singular space and a individual time. But, because they are beings that defy the laws of physics, they are able to bend space and time to their will, for a while. They are able to create spatial rifts, distorting attacks or teleporting those around them. They are also able to bend time to their leisure, speeding up or slowing down people around them. Temporal Knights are not a foe to reckon with, cause they have already defied the universe, what is a mortal in the face of Time and Space?
Temporal Rift
3rd-level Temporal Knight feature
Your existence is in constant flux, being pushed and pulled between space and time. This flux can be focused and used by your Rift dice, which are each a d6, which you have an equal number to two times your proficiency modifier and access you rifts of space and time.
Your ability to use rifts are accessed by using your Rift die, as noted. After expending all your Rift die you may attempt to use your powers but at risk of your own temporal flux. When accessing your powers past your die, you must roll a Charisma Saving Throw and on a failure be banished to a void plane until the end of your next turn. You regain all your Rift die after a long rest.
Your rift die increase in strength as you level, at 5th level a d8, 11th level a d11, and at 17th level a d12.
Spatial Distortion. With in a 30ft. range of you, if someone, including yourself, is being targeted by a melee, ranged, or if a spell is cast, you may expend a Rift die to distort the attack through space. Attacks and spells that require a roll that are distorted are made with disadvantage. Expending a secondary Rift die will allow you to redirect the attack at a location of your choosing. IF the initial attack misses, you may choose a new target for the attack and have the original attacker reroll against the new target. Any action economy or spell slot is expended after the initial attack roll and redirection does not count as a secondary attack or cast.
Physic Flux
7th-level Temporal Knight feature
Velocity. You learn to distort the velocity of your attacks increasing the speed and damage of them. Whenever you make a weapon attack, you may expend and roll a Rift Die and add the number in force damage to your attack. You can use this ability without expendable Rift Die by making a Charisma Saving Throw. On a failure, you are torn into another dimension until the end of your next turn.
Rift Die
Your ability to bend space and time around you.
Dimensional Expansion
10th-level Temporal Knight feature
At 10th Level, when you use Action Surge, your rift abilities activate almost of instinct. After using Action Surge on your turn, the range of your melee attacks is extended by 10ft until the end of your turn.
Physic Flux
15th-level Temporal Knight feature
Displacement. Your ability to use your Rifts has extended to a greater area and level. Starting at 15th Level, as an action, you expend two rift die and are able to displace and rearrange space. In a 60ft range, you can choose an area of 15ft. Any creatures within the 15ft must make a Constitution Saving Throw (which you can choose to fail). On a failure, you can move the targets with in an unoccupied space within 60ft range of you. Expending an additional two Rift Die, the range can be extended to 120ft. This ability can be used when no Rift Die are available. Roll a Charisma Saving Throw at disadvantage. On a failure, you are teleported to another dimension until the end of your next turn. This ability can not be extended without expending Rift Die.
Physic Flux
18th-level Temporal Knight feature
Time. At 18th Level, your mastery over your temporal abilities as reached the heights of the laws of physics and influence time. As an action, you may expend four Rift Die and speed up or slow down a creature’s actions (including yourself). Select a target to make a Charisma Saving Throw (which can be failed on purpose). On a failure, you may choose to slow the target or accelerate their moments in time. If the target is slowed, the target may only take their action or bonus action, but not both. The target also loses their ability to use their reaction. At the beginning of the target’s turn they may make another Charisma Saving Throw to end this effect. If the target is accelerated, the target may make an additional bonus action on each of their turns. At the beginning of their second turn under this effect, they must make a Charisma Saving Throw that can not be failed by choose. On a failure, the acceleration continues. This ability can not be used without expending Rift Die.
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