Base Class: Fighter
Temporal knights have spent many years in deep meditation, strengthening their bodies through their connection to the fabric of the universe. Their insight into the inner-workings of existence allows them to identify both their enemies as well as their own weaknesses and lets them tap into the fabric of time itself.
Temporal Technique
When you choose this archetype at 3rd level, you gain the ability to identify weak points in your enemy's form, allowing your damaging strikes to progressively cripple your enemies. When you roll max damage with your weapon, your next damage roll with that weapon uses a damage dice one tier higher, stacking until you roll anything but max damage.
At Higher levels: the additional damage dice increases to 2d4 at level 8, 3d4 at level 13, and 4d4 at level 18
Temporal Distortion
Starting at 7th level, you can use your reaction to cast the spell Shield, and you gain the benefits of the ability "Deflect Missiles" This ability can be cast once and the caster must take a long rest before using it again.
Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, which has a normal range of 20 feet and a long range of 60 feet.
Timeless Body
Starting at 10th level, you begin to age much slower, and you gain the benefits of a long rest during a short rest. In addition, you can choose to store hit dice, instead of spend them when you use them on a short rest. For 24 hours, you can choose to use your action to use these hit dice to draw on the temporal energy you have stored. You can only store a number of Hit dice equal to your proficiency modifier.
Temporal Field
As an action, you can cause an explosion of temporal energy to emanate from you in a 20 ft radius for one minute. Time within this bubble is slowed to crawl, other than the time of the caster. Any enemies that enter the radius suffer effects of the Slow spell, and any attack originating from outside of the radius have disadvantage.
Temporal Mastery
Starting at 18th level, you can cast Time Stop as an action, and when you drop to 0 hit points, you can choose to restore yourself to the state you were at the start of your last turn. It takes one full turn to undergo the restoration as your body is being torn through time, and if you are attacked during this time, you die. When you undergo this transformation, roll a d100. On a 1, you lose your connection to the temporal plane and are left powerless.
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