Base Class: Ranger
As time presses against tomorrow, the art of war grows foggy and without discipline. With no sense of valor, the conflicts of the multiverse have simmered to little more than violent chess games, oft stirred to absolve the petty grievances of variable sycophants.
The Breathtakers stand proudly against the grain of modern warfare by respecting an unwritten code of honor. They strike fiercely and swiftly, but only out of necessity or protection. The secrets behind their magical breathing techniques are well-guarded, yet their influence is pervasive enough for their ranks to grow faster by the day. Across a number of worlds, they are known as a boon to the defenseless and a danger to monarchs and despots alike.
Breath Tempo
Starting at the 3rd level, you gain the ability to channel magical energies through your lungs and bloodstream during combat with the arcane art of Breath Tempo.
As a bonus action, you may enter any known Breath Tempo. You can only use one tempo at a time. As a bonus action, you can switch to another tempo that you know on any turn.
Alpha Tempo
Whenever a hostile creature begins their turn within 5 feet of you, they must use their movement to move at least 5 feet away from you and cannot willingly re-enter that radius until their next turn.
Beta Tempo
Once per turn, you can use your action to perform a bonus action instead.
Delta Tempo
Once on each of your turns when you make a weapon attack, an arcane afterimage of your weapon will appear, allowing you to make a second attack with the same weapon on the same enemy.
Gamma Tempo
Once per turn, after dealing fatal damage to a hostile creature, you regain a 1st level spell slot.
If you take damage while at Gamma Tempo, you lose all tempo effects and cannot activate Breath Tempo again until your next combat.
Lambda Tempo
As long as you are at Lambda Tempo, you are surrounded by small arcane shields which have a chance to protect you from harm. While in this state, all attacks made against you must be made with disadvantage.
As a bonus action, you can transfer your arcane shields to another friendly creature. The arcane shields cannot protect more than one creature at a time and the creature must be no bigger than Large. The effects of this tempo end immediately after you change or exit tempo.
If you take damage while at Lambda Tempo, you lose all tempo effects and cannot activate Breath Tempo again until your next combat.
Omega Tempo
You can preserve 1 hit point after taking damage that would otherwise be fatal.
If you take damage while at Omega Tempo, you lose all tempo effects and cannot activate Breath Tempo again until your next combat.
Psi Tempo
You gain access to the astral essences surrounding you. As an action on your turn, you can telepathically command one living creature within 20 feet to move up to 15 feet in any direction or perform one action of your choosing.
The target can only perform actions it is normally capable of performing and will not take any action that causes direct harm unto themselves or perform legendary actions on your behalf, but will otherwise follow any order immediately upon receipt.
If you take damage while at Psi Tempo, you lose all tempo effects and cannot activate Breath Tempo again until your next long rest.
Sigma Tempo
When you enter Sigma Tempo, choose another creature on the battlefield that you can see. As long as you remain at this tempo, your hit points are linked; whenever one of you takes damage, the other takes an equal amount of damage. The same applies when hit points are gained for any reason.
Unlike other advanced tempos, you can remain at Sigma Tempo indefinitely, even after taking damage, until the combat ends.
Theta Tempo
Choose one other creature that you can touch. As long as you remain at Theta Tempo, you can choose one Ability Score, Action, Trait or known spell to replicate and harness as your own until you exit tempo.
Legendary Actions cannot be granted through Theta Tempo. Other skills or abilities may be replicated at your DM’s discretion.
If you take damage while at Theta Tempo, you lose all tempo effects and cannot activate Breath Tempo again until your next long rest.
Stasis / Hyperstasis
Starting at the 7th level, you gain the ability to enter Stasis and Hyperstasis.
Whenever you roll initiative, you enter Stasis. After [roll]1d6[/roll] turns, if you did not take damage during Stasis, you enter Hyperstasis and gain advantage on all attack rolls until the end of combat. If you take damage during Stasis, you must roll another d6 and wait that many turns before entering Hyperstasis.
Whenever you fall below half of your maximum hit points during Hyperstasis, you let out a guttural yawp, which pushes all enemies within melee range back by 10 feet.
Focus Equilibrium
Starting at the 11th level, your Hyperstasis activates after [roll]1d4[/roll] turns (instead of 1d6).
You also gain [roll]1d12[/roll] temporary hit points when you enter Hyperstasis, which last until the end of combat.
Challenger’s Esteem
Starting at the 15th level, you seek to do battle only with the most worthy of adversaries. Whenever you and a hostile creature that can see you are within 30 feet of each other, you gain advantage on two saving throws of your choice.
CHA
Whenever you and an enemy that can see you are within 30 feet of each other, you gain advantage on CHA saving throws.
CON
Whenever you and an enemy that can see you are within 30 feet of each other, you gain advantage on CON saving throws.
DEX
Whenever you and an enemy that can see you are within 30 feet of each other, you gain advantage on DEX saving throws.
INT
Whenever you and an enemy that can see you are within 30 feet of each other, you gain advantage on INT saving throws.
STR
Whenever you and an enemy that can see you are within 30 feet of each other, you gain advantage on STR saving throws.
WIS
Whenever you and an enemy that can see you are within 30 feet of each other, you gain advantage on WIS saving throws.
Previous Versions
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