Base Class: Artificer
Harnessing the power of time timekeeper build vessels for there power. With these powers timekeeper control the flow of battle.
Tool Proficiency
At 3rd You gain proficiency with Tinkers Kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Start and stall
Ar 3rd level You have advantage on initiative rolls. When rolling initiative you may grant disadvantage on an opponents. Roll or choose an ally and give them advantage. You may use this equal to your Proficiency bonus.
Time swap
At 5th level After initiative you can bump a target up one or down one in initiative order. You can do this 3 time per long rest
If a target is under the effect of slow or haste you can as a bonus action end the effect. If the target isnt an ally they make a DC 18 dex save to keep the effect..
Master of time
At 9th level When you roll initiative with advantage you can give the second result to an ally or target opponent.
You can cast haste and slow each on yourself or a creature within 30 feet of you without expending a spell slot, even if you don't have it prepared one per long rest. When cast this way Haste and Slow dont require concentration.
Once per week you can treat a short rest like a long rest for you and your party
Lost in time
At 15th level As an action you can pick a target and ether give them an additional turn or fail a Dc 18 DeX save and take thier turn away. If they pass the save they lose their movement for the next turn
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