Base Class: Ranger
You have learned to manipulate the flow of moments, slipping through time and space. Your strikes are precise, your allies are aided by glimpses of the future, and your enemies falter under the weight of temporal disruption. You gain Time Dice to fuel abilities that alter actions, teleport, or protect yourself.
Temporal Step
You gain Time Dice, which are d6s equal to your proficiency bonus. You regain all expended Time Dice when you finish a long rest.
You can spend 1 Time Die to use one of the following options:
• Reroll: Reroll one attack roll, saving throw, or ability check. You must use the new roll.
• Delay: Delay your action until later in the current round, taking it before your next turn.
• Temporal Shield: Reduce damage from one attack by your Ranger level.
• Teleportation: As a bonus action, teleport up to 30 feet to an unoccupied space you can see.
Temporal Trap
When a creature is within 30 feet of you, you can spend 1 Time Die to mark it.
The marked creature has disadvantage on its next attack roll or saving throw before the start of your next turn.
If the creature moves more than 10 feet before its next turn, it takes force damage equal to your Ranger level.
Temporal Surge
You can spend 2 Time Dice to choose one of the following options:
• Extra Action: Take an additional action on your turn. After using this, you must skip your next turn’s action.
• Delay Enemy: Delay a creature’s action within 30 feet, causing it to act later in the round (DM’s discretion).
Moment Shift
You can spend 3 Time Dice to manipulate initiative order. Choose one:
• Delay a creature up to a number of rounds equal to your proficiency bonus.
• Swap the initiative order of two creatures within 30 feet of you.
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