Base Class: Fighter
Formed from those exposed to the Time stream or the Mechanicus the Clockwork Knight's claim power over time, reaching into the various timelines within the stream it self. They are feared by the few men who know of their existence and even more so by the monsters who hide from their blades.
Alteration Points
3rd-level Clockwork Knight feature
Starting at third level you gain access to a pool of points which allows you to change the hands of time.
You gain a number of these points equal to your Intelligence modifier (a minimum of 1 point). You regain all expended uses when you finish a long rest
Time Stealer
3rd-level Clockwork Knight feature
When you take the attack action on your turn you can expend a use of your alteration points force a creature to make an intelligence saving throw or lose their bonus action.
Channel Alterations
7th-level Clockwork feature
When you make an attack you can use a use of your alteration points to reroll the attack. The new roll must be used in place of the old.
Event shift
10th-level Clockwork Knight feature
When a creature makes an attack against another creature you can see within 60 feet of you, you may use your reaction to shift the hands of time causing the creature to miss its attack entirely. Uses of the Event shift are equal to that of your Con modifier (minimum of 1)
Uses of this feature is regained after a long rest.
Altering crits
15th-level Clockwork Knight feature
Controlling the very chance of success itself you can spend a number of unused alteration points during a short or long rest to roll a d20. Numbers rolled from these d20 are treated as a twenty itself on all ability checks,saving throws and attacks disappearing after the number has been rolled.
Master of Clockwork
18th-level Clockwork Knight feature
Through your dedication and mastery you've learned to control the hands of time even if briefly. During a long rest you may roll 1d4 giving you a set amount of altered time. These altered events can then be used as an action to undo any actions done onto you (equal to the amount rolled).
This unduing of actions can also be used on creatures within sixty feet as a reaction by spending two alteration points.
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