Base Class: Fighter
You are a fighter who has been chosen by an unknown being to have the gift of future sight, allowing you to warn your friends and others of impending doom. Why did they gave you this gift? Are they good or evil? Are they lying about their intentions? Do they have a secret agenda? If so, what is that agenda? That is up to your DM.
Future Visions
At 3rd level, an unknown power has given you the ability to have visions of when either someone close to you or another person dies in the future if they do what they're about to do. These visions happen whether you wish to see them or not.
This ability can passively activate if:
- A person mentioned in a conversation is about to get hurt if the party doesn't do something about it
- You or another party member are about to die
These visions can only be of events that happen in the same day.
You also gain proficiency in Perception checks. If you already have this proficiency, double your proficiency bonus for any Perception check.
You can use your Future Visions ability during combat as a reaction to foresee how an enemy is going to attack you or an ally and warn the target or make moves to avoid it yourself. If the target was warned of the attack and makes moves to avoid it before the attack happens, you can force a reroll on a successful attack. The enemy making the attack may change the way they attack if they see or hear you warning someone of their attack. You must accept the new roll as final. You can only use this ability in combat 3 times and you must take a long rest to regain uses of this ability. This ability can still passively activate if an enemy's attack causes a party member to drop below 0 hit points, even if you've ran out of uses for this ability in combat.
You can only use this ability once per round.
At 5th level: The amount of times you can use this ability in combat increases to 6
At 7th level: The amount of times you can use this ability in combat increases to 9
Urgent Speed
At 7th level, When you see a vision of the future, your walking speed is doubled for two rounds and you also have advantage on all dexterity checks for one minute.
Time Cutter
At 10th level, When you use the Extra Attack feature, you can use your Time Cutter ability to double your weapon's reach. When you use this, your weapon shines a very bright blue, which gives you a +2 on attack rolls and damage rolls (+4 if the target is a construct). When you use this ability, a blue light with the same length of the weapon is visible on the top of your weapon.
You can only use this ability 3 times and you must take a Long Rest to regain uses.
Opportunist
At 15th level, you have advantage on your next attack roll if you take the dodge action and an opponent misses an attack made against you.
Time Freeze
At 18th level, Your understanding of the flow of time surpasses any other. You can cast the Time Stop spell, requiring no components. Any attacks made against any creature while this spell's effects are active do not end this spell. Once you cast the spell with this feature, you can't do so again until you finish a long rest.
Previous Versions
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3/13/2024 9:53:49 PM
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