Base Class: Fighter
A sworn protector of Reality and Space, the Warden manipulates time itself to aid their allies or hinder their foes. Masterfully swapping between blade and bow, most Wardens dedicate themselves to using two weapons in the fray of battle to tear their foes asunder. And when that fails, they masterfully rip the fabric of reality around them and collapse the forces of time and space on the opponents.
Timewarp Weaponry
You've learned to imbue your weapons with the power of time.
At 3rd level, you can spend one minute meditating with a simple or martial weapon to make it Timewarped. You can swap between Timewarped weapons at will as a free action, even between attacks.
You can have up to three Timewarped weapons at once. If you make a new one, the oldest Timewarped weapon will return to normal.
Warden's Focus
Your Timewarped weapons fold the fabric of time around your foes.
Starting at 3rd level, during your turn, if you hit a creature twice using your Timewarped weapons (can be different ones), the rupture in the fabric of time lashes at the creature, dealing an additional 1d8 force damage. This feature works once for each creature per turn.
At 10th level, the damage increases by 1d8, up to 2d8 force damage.
Precognition
You have learned to predict some events before they happen, preparing you in advance for encounters.
Starting at 7th level, you can give yourself a bonus to your initiative rolls equal to your proficiency bonus.
Vortex Strike
You've learned to warp the space around you and your foes, and use it in conjunction with your weapons to control the battlefield.
Starting at 10th level, when you use your Timewarped weapons, as part of an Attack action, you can enhance your attacks depending on the weapon you use for the attack:
Melee weapon. You can teleport up to 30 feet as part of the attack. You have to teleport within your reach of the creature you attack. If the attack hits, you deal an additional 1d8 force damage to the creature.
Ranged weapon. You can fire a reality-warping projectile. It the attack hits, a vortex is created in a 30-foot radius around the target. All hostile creatures affected have to make a DC 14 Strength saving throw or take 1d4 force damage and be pulled up to 5 feet towards the target.
You can use each of the enhanced attacks once per turn, and can do so during any of the attacks you make.
Delay Reality
When every second counts, you can make sure the time works slightly in your favor.
At 15th level, when you take damage or become target of an effect, you can choose to delay that damage and any additional effects. If you do, you take the damage and receive the effects at the end of your next turn. If an effect can no longer be applied (i.e. you become immune to the condition or move away from an attack that would make you grappled or restrained), it is ignored, but others and the damage still apply.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
See the Threads
Countless days spent mastering the flow of time have allowed you to physically change the perception of time for yourself and others.
Starting at 18th level, when you roll initiative, you can roll an additional time, ignoring any advantages/disadvantages you would have. You can give the resulting initiative roll to any creature you can see within 120 feet, including yourself. You can choose not to add your proficiency bonus to that roll, but you must declare so before the roll.
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