Fighter
Base Class: Fighter

The archetypal chronoknight is one that is entangled in the hands of time, with the ability to twist it to their own advantage in the heat of battle. They are able to turn back time to give themselves the upper hand, temporarily stop time to reposition themselves in combat and peer a short distance into the future in order to influence their next action. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Chronoknight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Chronoknight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Chronoknight Spellcasting

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Chronal Shift

Starting at 3rd level, you can briefly rewind time to make another attempt at an attack or on a task you may have previously failed. When you make an attack roll or a saving throw, you can choose to reroll the die before the result of the roll had been determined. You must use this new roll instead of the original one. This feature can be used a number of times equal to your proficiency bonus (minimum of 1 use).

Chronal Adept

Starting at 7th-level, your base walking speed increases by 5 feet as your grasp over the basic laws of time have developed.

Chronal Clairvoyance

Starting at 10th level, you are able to periodically peer into the immediate future as it becomes truly foreseeable. As an action, you can look 6 seconds into the future to determine another creature's action from your perspective. From this, you gain advantage on your next attack and on any saving throws that are made before the end of your next turn. You can only use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature when you finish a long rest.

Chronal Defiance

Starting at 15th-level, you are able to twist time in your favour to cheat death. When you drop to 0 hit points, you can choose to make a Constitution saving throw. On a success, you are stabilised at 1 hit point. On a failure, you gain 1 failure on your death saving throws. 

Chronal Riposte

Starting at 18th-level, you gain the ability to briefly stop the flow of time in order to give yourself the upper hand in combat. When a creature successfully makes an attack against you, you can use a reaction to stop time around you, allowing yourself to move freely up to your full movement speed in any direction. During this time, you can make one attack roll. Missing the attack will resume the flow of time. You may only use this feature twice before finishing a long rest.

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