Ranger
Base Class: Ranger

The seemingly unstoppable march of time is a constant throughout the multiverse, but some rangers have learned that it is not something to be feared, but understood and even harnessed. Rangers that enter into the Conclave of the Time Knights are those that seek to use the flow of time to help them fight forces on a level not previously considered. Time Knights can use their power over time to perform various tasks at a much greater pace, move faster and even travel backwards through time, albeit briefly.

Peer Through Time

3rd-level Time Knight feature

Allowing your senses to attune more closely to the flow of time, you are able to better know the past and act upon the future. You gain proficiency in the History skill. You double your proficiency bonus on checks made with this skill.

In addition, you can make the Dodge action as a bonus action.

Time Knight Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Time Knight Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. 

Ranger Level

Spells

3rd

Longstrider

5th

Gentle Repose

9th

Slow

13th

Freedom of Movement

17th

Hold Monster

Chronal Skip

7th-level Time Knight feature

You learn to harness the magics imparted by your connection to time to aid in travel and movement. Your walking speed increases by 10 feet, and the time taken to perform certain tasks, such as research, crafting etc. is cut in half, to the discretion of the DM.

Additionally, you know the mending cantrip.

Reactive Rewind

11th-level Time Knight feature

You are able to use your magics to turn back time, returning briefly to an earlier location where you were in no danger. When you take damage as the result of a single attack roll or save, you can use a reaction to teleport to a space you stood within the previous 6 seconds. If you do, you retroactively force the attack to miss and the save to be avoided. This does not work if you have not moved in the previous 6 seconds, or if the location you moved to is still within a damaging area of effect. When you use this feature, you cannot do so again until you finish a short or long rest.

Aging Smite

15th-level Time Knight feature

You can focus the gradual decay of time into a singular, destructive point. When you hit with an attack, you can force the creature to make a Constitution saving throw against your Ranger spell save DC. If the creature fails this save, they take 6d10 necrotic damage and age a number of years equal to half the damage taken. Creatures immune to being magically aged are immune to this effect.

Once you use this feature, you cannot do so again until you finish a long rest.

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