Artificer
Base Class: Artificer

The Void has blessed you with insight into that which it does not have; Time. With this you are armed for deadly encounters, you are tactical and timely. You are the protector, the enforcer, the method to the madness. You balance on the edge of time as if seeing how best to aid your companions and yourself.

Tide of Time

3rd-level Time Manipulator feature

Passively every 4th class ability you use, will be double strength.

Shrapnel Grenade/Shielding Satellite

3rd-level Time Manipulator feature

You understand how to be both prepared and ready. During your time resting, you feel yourself split between sleeping and tinkering. As a result you find that your alternate time self built multiple grenades, which you can manipulate time to bring them forth switching between the two states of what was or could be.

As a bonus action you can throw out 3 grenades that spread out in a cone (one at each edge of the cone and one down the middle) that detonate in a 15 foot radius upon impact with a surface or entity dealing 5d6 slashing damage.

Alternatively

As a bonus action, you can bring forth 4 grenades manipulated to help rather than harm and toss them out in a cone. Coming to a stop within a few seconds they lift off the ground and begin orbiting you and your allies who get within 15 feet of their landing positions. For 2 turns they will regenerate your artificer level in temporary health every turn to whoever they are attached to, and do not stack.

Artillery for the Military

5th-level Time Manipulator feature

You understand how to be both prepared and ready. During your time resting, you feel yourself split between sleeping and tinkering. As a result you find that your alternate time self built artillery which you can manipulate time to bring them forth switching between the two states of what was or could be.

As an action you can access your alternate timeline self to access an artillery that deals 5d6 fire damage 3 times for 1 to 3 targets. 

Leveraging Time

9th-level Time Manipulator feature

You use your void given power to leverage a hole in time. However you cannot make more until the original is closed.

By using both your action and bonus action, you can make a small rift in time where you are looking. You or allies that are within 10 feet of this rift can use an extra bonus action per turn. When you start your turn inside this rift roll a d4, if it lands on 4 you get an extra action instead. This rift lasts for 4 turns.

Chronometric Anchor

15th-level Time Manipulator feature

Using your two actions over the course of two turns, or one if you have two actions, you place down an anchor that records your health and damage delt. The anchor conveys multiple benefits for the short time it exists.

  • You are immune to damage on the turn the anchor is dropped.
  • Any damage you deal is used to charge the anchor's ending explosion.
  • On the end of the second turn since you dropped the anchor, the anchor ends and returns you to it.
  • If you die before the end of the second turn since you dropped the anchor, it ends early and resurrects you with its ending.
  • When the anchor ends you are restored to the health you were when you placed it.
  • When the anchor ends, it explodes dealing all the damage you delt again to all enemies within 50 feet as if they had resistance to that damage.
  • All enemies that take damage are knocked prone unless they have a legendary resistance.

Previous Versions

Name Date Modified Views Adds Version Actions
7/3/2023 5:44:09 PM
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