Base Class: Fighter
The Temporal Warrior has gained the ability to rend time itself. This may have been attained through countless hours of study and trial and error tampering with the flow of time, or perhaps your displacement in space-time itself has given you the ability to bend it to your will. Either way, the Temporal Warrior is sure to use this time manipulating skillset to wreak havoc on the battlefield.
Estranged Knowledge
Starting at 3rd level, you have intensely studied the very structure of time. Your fractured knowledge of both the past and future allow you to recall knowledge others may be unknowing of. You gain a proficiency in Arcana, History, Insight or Medicine and proficiency in Firearms.
Arcana
You gain proficiency in Arcana.
History
You gain proficiency in History.
Insight
You gain proficiency in Insight.
Medicine
You gain proficiency in Medicine.
Chronosurge
Additionally at 3rd Level, you temporarily slow down time in order to quicken your own movements. Your Action Surge is upgraded so you are able to take an extra bonus action or reaction on top of your regular Action Surge benefits.
Additionally, an echo from another timeline follows your attacks. Whenever you hit with an attack after using Action Surge, you deal extra force damage equal to your proficiency bonus + your intelligence modifier (to a minimum of 1).
Blink
Additionally, at 7th level you know how to jump forward in time to partially dodge attacks. When you are struck by an attack, you can use your reaction to teleport to an unoccupied location up to half of your movement speed. You gain half of the damage taken from that attack as temporary hit points. You can use this feature twice per short rest.
Paradigm Shift
Starting at 10th level, you can send a creature's mindset back in time to before combat initiated. As an action, you can choose one creature you can see within 30ft., they must make an Intelligence saving throw equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature's mind gets reverted to before combat started, and must reroll initiative. The creature is then considered surprised and to not have taken a turn in combat.
Daylight Savings
Starting at 15th level, your manipulation of time allows you to speed up the rate at which the body rests and repairs. You can quarter the time it takes for you and up to 10 creatures to complete a long rest.
Once this ability has been used, it cannot be used again for 1d4+2 days.
Primeval Reversion
Additionally at 15th level, you can revert a creature's mind to a primitive state. As an action, you can choose one creature you can see within 30ft., they must make an Intelligence saving throw equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature's mind gets reverted to a primitive state. It's Intelligence, Wisdom and Charisma score become 1 for all purposes other than it's saving throws. If the creature is hostile it must only target the creature(s) closest to it, and it loses the ability to distinguish between friend and foe. The creature can repeat the save at the end of each of it's turns. This effect only lasts as long as you maintain concentration on it like a spell.
Once you use this feature, you cannot do so again until you finish a long rest.
Time in a Bottle
At 18th level, you are able to slow down a moment in time and move freely. Once per long rest, your expert ability to manipulate time allows you to make more actions and move further in a short amount of time. When you use Action Surge, you can also activate this ability. You gain the effects of Action Surge, an extra 5ft. of movement and can Dash as a bonus action for 1d4 turns (including the turn of activation).
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