Base Class: Fighter
The Chrono Champion is a fighter subclass that has lost his memory before being sent back through time. He is a champion of time, sent back by a temporal magic or curse. He can use his forgotten memories to gain a sudden burst of skill or knowledge, such as casting spells, using martial maneuvers, or accessing epic boons. He can also infuse his attacks with temporal energy, altering the flow of time around his target, such as slowing them down, hastening them up, or pushing them back or forward. He can manipulate time to alter the outcome of an event, forcing himself or another creature to reroll an attack, an ability check, or a saving throw. He can unleash the full potential of his forgotten memories, using multiple memory flashes at once or without using his action. He can master the art of temporal manipulation, using his temporal strike and time shift features more often and more effectively. He is a versatile and powerful fighter who can adapt to any situation and use his knowledge of future events and past experiences to his advantage.
Memory Flash
At 3rd level, you can tap into your forgotten memories to gain a sudden burst of skill or knowledge. As a bonus action, you can roll on the Memory Flash table to determine what you remember. You can use the effect of the memory flash until the end of your next turn. You can use this feature once per short or long rest.
| d20 | Memory Flash |
|---|---|
| 1 | You remember how to cast a spell from any class’s spell list. The spell must be of 1st level or lower and must have a casting time of 1 action. You can cast the spell without using any components or spell slots. |
| 2 | You remember how to use a martial maneuver from the Battle Master subclass. You gain one superiority die, which is a d8. You can use the maneuver as if you were a Battle Master fighter. |
| 3 | You remember how to use an arcane shot option from the Arcane Archer subclass. You gain one arcane shot, which you can use as if you were an Arcane Archer fighter. |
| 4 | You remember how to use an eldritch invocation from the Warlock class. You gain one eldritch invocation of your choice that does not have any prerequisites. You can use the invocation as if you were a Warlock. |
| 5 | You remember how to use an artificer infusion from the Artificer class. You gain one infusion of your choice that does not require attunement. You can infuse one nonmagical item that you touch with the infusion as if you were an Artificer. |
| 6 | You remember how to use an expertise option from the Rogue class. You gain expertise in one skill or tool of your choice that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill or tool. |
| 7 | You remember how to use an fighting style option from the Fighter class. You gain one fighting style of your choice that you do not already have. You can use the fighting style as if you were a Fighter. |
| 8 | You remember how to use an metamagic option from the Sorcerer class. You gain one metamagic option of your choice that does not require sorcery points. You can use the metamagic option as if you were a Sorcerer. |
| 9 | You remember how to use an ki feature from the Monk class. You gain two ki points, which are restored when you finish a short or long rest. You can spend these ki points to use one of the following features: Flurry of Blows, Patient Defense, or Step of the Wind. |
| 10 | You remember how to use an channel divinity option from the Cleric class. You gain one channel divinity option of your choice that does not require a specific domain. You can use the channel divinity option as if you were a Cleric. |
| 11 | You remember how to use an rage feature from the Barbarian class. You gain one rage, which you can enter as a bonus action on your turn. You can use the rage as if you were a Barbarian of your fighter level. |
| 12 | You remember how to use an bardic inspiration feature from the Bard class. You gain one bardic inspiration die, which is a d6. You can use the bardic inspiration as if you were a Bard of your fighter level. |
| 13 | You remember how to use an wild shape feature from the Druid class. You gain one wild shape, which you can use as a bonus action on your turn. You can transform into a beast that has a challenge rating equal to or less than your fighter level divided by 4 (minimum of 1/4). You can use the wild shape as if you were a Druid of your fighter level. |
| 14 | You remember how to use an favored enemy feature from the Ranger class. You gain one favored enemy type and one favored terrain type, which you choose when you roll on this table. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in. |
| 15 | You remember how to use an sneak attack feature from the Rogue class. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll or if another enemy of the target is within 5 feet of it and isn’t incapacitated and you don’t have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon. |
| 16 | You remember how to use an divine smite feature from the Paladin class. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. |
| 17 | You remember how to use an action surge feature from the Fighter class. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. |
| 18 | You remember how to use an second wind feature from the Fighter class. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. |
| 19 | You remember how to use an indomitable feature from the Fighter class. You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. |
| 20 | You remember how to use an epic boon from the Dungeon Master’s Guide. You gain one epic boon of your choice that does not require attunement. You can use the epic boon as if you were a 20th-level character. The effect of the epic boon lasts until the end of your next turn. |
Time Travellers Insight
At 3rd level, you gain proficiency in History and Insight skills. Additionally, you can use your bonus action to make a History check to recall information about a creature or an event that you can see or hear. The DC of this check is determined by the DM based on how obscure or distant the information is. On a success, you learn one useful fact or detail about the creature or event, such as a weakness, a motive, a connection, or a consequence. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. -
Temporal Strike
At 7th level, you learn how to infuse your attacks with temporal energy, altering the flow of time around your target. Once per turn, when you hit a creature with a weapon attack, you can choose one of the following effects: -
Slow: The target must succeed on a Constitution saving throw or have its speed halved and be unable to take reactions until the end of its next turn.
Haste: The target must succeed on a Wisdom saving throw or be unable to take actions or bonus actions until the end of its next turn
Rewind: The target must succeed on a Strength saving throw or be pushed back 10 feet and take additional damage equal to your Intelligence modifier.
Fast Forward: The target must succeed on a Dexterity saving throw or be moved 10 feet in a direction of your choice and take additional damage equal to your Intelligence modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Control Temporal Fabric
At 18th level, you can shatter the fabric of time around you, creating a temporal anomaly that affects you and your enemies. As an action, you can choose a point within 60 feet of you that you can see. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, the creature is affected by one of the following effects of your choice until the end of your next turn:
Stasis: The creature is paralyzed and can’t take any actions, reactions, or bonus actions. The creature also can’t be moved or affected by any external force.
Decay: The creature ages rapidly and suffers one level of exhaustion. The creature also takes 10d10 necrotic damage at the start of each of its turns.
Distortion: The creature is teleported to a random unoccupied space within 120 feet of the point. The creature also has disadvantage on attack rolls, ability checks, and saving throws.
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