Base Class: Fighter
Time Raiders have the ability to manipulate time itself to their own ends. They can mold and shape seconds as a potter shapes clay, compress hours into minutes, place themselves in a pocket of accelerated time, freeze a creature in time, and even steal time from those nearby. Those who use these powers to protect the timeline are known as Timekeepers, or Chronal Wardens, while those who use these powers for their own ends are known as Time Bandits, or Temporal Manipulators. Whatever they call themselves their power is as undeniable, and as inexorable as time itself.
Time Raider Features
FIGHTER LEVEL | FEATURE |
---|---|
3rd | Sense of Time, Time After Time, Overclocking |
7th | Stolen Moments, Turn Back the Clock |
10th | Split Second Timing, Strike Still the Clock |
15th | Tempus Fugit |
18th | Overtime |
Saving Throws. Some of your subclass features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Temporal save DC = 8 + your Proficiency bonus + your Wisdom modifier
Sense of Time
3rd-level Time Raider feature
You have an innate ability to sense the flow of time.
You always know precisely what time it is, and exactly how long until the next dawn and dusk, in any location you are familiar with on both your home plane of existence, and whichever plane you are on if it is different.
In addition, you can sense any effect that is altering the flow of time for a creature or location within 30 feet of you.
Time After Time
3rd-level Time Raider feature
In combat, you can subtly shift a creature a fraction of a second either forward or backwards in time to either give it an edge, or gain one over that creature.
As a bonus action you can attempt to manipulate the flow of time for yourself, or a single creature of your choice that you can see within 30 feet. An unwilling creature must succeed at a Charisma saving throw to resist this effect, otherwise it is affected in one of the following ways beginning next round:
- Timestall. The creature’s Initiative count decreases by 1d4 until the end of combat.
- Timeskip. The creature’s Initiative count increases by 1d4 until the end of combat.
You can use this feature 3 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 7th level (4 uses), 10th level (5 uses), 15th level (6 uses), and 18th level (7 uses).
Starting at 7th level, whenever you use this feature on yourself you can roll two dice and choose which result to use. The die size for this feature increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
Overclocking
3rd-level Time Raider feature
You can briefly place yourself inside a pocket of accelerated time.
As a bonus action you can double your speed until the end of your turn, and make a single weapon attack as part of the same bonus action. You can use this feature once, and regain the use of this feature whenever you finish a short or long rest. When you reach certain levels in this class you gain 1 additional use of this feature: at 10th level (2 uses), and 18th level (3 uses).
Starting at 7th level, this bonus action attack deals 1d4 additional damage on a hit. This additional damage die increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
Stolen Moments
7th-level Time Raider feature
You can steal precious seconds from another creature in combat.
As a bonus action you can choose a creature you can see within 30 feet to make a Charisma saving throw; a creature can choose to fail this save. On a failed save, both of the following effects take place:
- That creature’s next turn only lasts 4 seconds instead of 6, and it cannot take either a bonus action or a reaction (your choice) until its following turn.
- Your next turn lasts 8 seconds and you can take either an additional bonus action or reaction (your choice) before the beginning of your following turn.
You can use this feature 2 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 10th level (3 uses), 15th level (4 uses), and 18th level (5 uses).
Turn Back the Clock
7th-level Time Raider feature
You can unwind a moment in time for yourself to retake your steps, and possibly change the outcome of events.
Whenever you or finish your turn you can rewind time for yourself. Your original turn is undone, your actions and movement are unspent, and you can immediately retake your turn.
Once you use this feature you cannot use it again until you finish a short or long rest. Starting at 15th level you can use this feature twice between rests.
Split Second Timing
10th-level Time Raider feature
You can momentarily accelerate time for yourself, possibly causing a blow to miss you, that otherwise would have struck.
Whenever you are hit with an attack you can force your attacker to reroll the attack roll and your attacker must use the new roll. If the attack still hits and is a critical hit, it becomes a normal hit.
Once you use this feature you cannot use it again until you finish a long rest. When you reach certain levels in this class you gain an additional use of this feature: 15th (2 uses) and 18th level (3 uses). You can only use this feature once per attack.
Strike Still the Clock
10th-level Time Raider feature
You are able to momentarily suspend a creature in time, rendering it inanimate.
Whenever you hit a creature within 30 feet with a weapon attack, you can force it to make a Charisma saving throw. On a failed save it is petrified for a number of rounds equal to your Wisdom modifier (minimum 1). While petrified the target can repeat this saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.
Once you successfully use this feature you cannot use it again until you finish a short or long rest.
Tempus Fugit
15th-level Time Raider feature
You can temporarily alter time around you so that an hour for you is mere minutes to the world.
Whenever you take a short rest you can accelerate the flow of time for yourself and up to 7 other creatures who take a short rest with you, allowing you all to complete a short rest in 10 minutes. Each creature still counts as having spent a full 60 minutes during its rest. During this time you (and you alone) are incapacitated, but can spend hit dice (as normal).
If a participating creature engages in activity that interrupts its rest (such as combat), its rest immediately ends, it returns to the normal flow of time, and it cannot rejoin your accelerated flow of time until the next time you activate this feature. This accelerated rest immediately ends for all creatures if you drop to 0 Hit Points.
Once you use this feature you cannot use it again until you finish a long rest.
Overtime
18th-level Time Raider feature
When a handful of seconds could change the world, you can find those extra seconds to spare.
At the end of your turn you can activate this feature, when you do you immediately take another turn after this one. Once you use this feature you cannot use it again until you finish a long rest.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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5/21/2022 6:14:54 PM
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59
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7
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v.0.2.1
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Coming Soon
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No problemo.
I see, it's as I thought. Just wanted to clarify in order to avoid players trying to exploit in any way shape or form. Thanks!
At the end of your turn you can activate this feature and it gives you a complete do-over for your turn. It’s treated as if you never took your last turn at all and you get to do it all over again. Any damage you dealt or received is treated as never having happened, you return to wherever you started if you moved anywhere, all of it. So if you had a really lousy turn you get to erase it and try again.
Love the concept, but what exactly does Turn Back the Clock do? Since it says it undoes the turn, does it mean it will undo the damage and all? Or is it some sort of an extra turn and I'm missing something? I just want to clarify that before I add it. Thanks in advance
No, because it doesn’t take effect until the next round. I specifically wrote it that way to avoid stuff like that. And it would adjust your initiative by the result of the die, so you could only move it one spot in the initiative order if you rolled a 1, if you rolled a higher number then it would adjust your initiative by that amount.
Wouldn't Time After Time let you move your initiative to right after your current turn, so you could take two turns in a row? And then you could do the exact same on the second turn, to get as many turns in a row as uses of the feature (+1)? That might be a little strong.
I hope you get the chance to play it sometime.
I love this all, especially Time After Time, Stolen Moments, and Tempus Fugit.
Sounds like it would be super fun to play.