Base Class: Artificer
As a Chronal Inquisitor, you are a master of temporal manipulation, blending the precision of clockwork mechanisms with the arcane mysteries of time itself. Through your research and ingenuity, you have crafted a unique beacon that allows you to summon echoes of yourself from alternate timelines, alter the flow of time in combat, and infuse your creations with the power of temporal magic.
Harnessing the essence of time, you create duplicates of yourself, known as alters, which aid you in battle, explore dangerous areas, and provide strategic advantages to you and your allies. These alters share your likeness and abilities, moving in sync with your commands as extensions of your own will.
In addition to your mastery of temporal echoes, you infuse your beacon with arcane energy, generating time shards that fuel your temporal abilities. With each shard, you gain greater control over the flow of time, allowing you to manipulate events on the battlefield to your advantage.
As a Chronal Inquisitor, you stand as a guardian of the temporal fabric, wielding the power of time itself to shape the course of events and ensure victory in the face of adversity. With your keen intellect and mastery of temporal magic, you navigate the intricate web of time with precision and foresight, earning your place as a true master of the temporal arts, either for the good of the people, or their despair.
Temporal Beacon
3rd-level Chronal Inquisitor Feature
You have delved deep into the research of time anomalies. You have crafted a Temporal Beacon, a device that resonates with the essence of time itself. This beacon harnesses the power of temporal shards, crystalline fragments that make up with world imbued with the fabric of time. As you manipulate fate, you collect these shards, which can be expended to fuel various abilities.
Gaining Time Shards: Whenever you use an ability or spell to cause a reroll (either to ensure a failure or success), and the reroll achieves the desired outcome, you gain 1 time shard. You can hold a maximum number of time shards equal to your Intelligence modifier (minimum of 1) + character level. You lose all unspent time shards when you finish a long rest.
Using Time Shards: You can expend time shards to activate the following abilities:
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Temporal Manifestation: When you try to manifest an alter using your bonus action, you can expend 1 time shard to summon one without using a bonus action. You can expend additional time shards to summon an equivalent number of alters simultaneously. These alters do not count towards the maximum number of alters you can summon.
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Temporal Insight: You can expend 1 time shard to gain a brief glimpse into the immediate future. For the next minute, you can add a +1 bonus to your AC or to one saving throw of your choice. Once used, this bonus applies until the start of your next turn.
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Temporal Surge: You can expend 1 time shard to gain a burst of speed. Until the end of your next turn, your movement speed increases by 10 feet..
Crafting and Maintenance: Should your Temporal Beacon be lost or destroyed, you can spend 8 hours and expend 100 gp worth of materials to craft a new one during a long rest. Additionally, you gain proficiency with tinker's tools if you don't already have it, allowing you to maintain and repair your Temporal Beacon as needed.
Chronal Inquisitor Spells
3rd-level Chronal Inquisitor feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Chronal Inquisitor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Fluctuating Fighter
3rd-level Chronal Inquisitor feature
Your mastery of time manipulation and your combat training have synergized, granting you unique advantages and experience in battle:
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Combat Experience of Lifetimes: You gain proficiency with martial weapons, as your study of temporal anomalies has taught you how to wield weapons with precision and foresight.
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Chrono-Enhanced Strikes: When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Your deep understanding of time allows you to strike with perfect timing, predicting and exploiting the precise moment to hit your target.
A Dark Altered Future
3rd-level Chronal Inquisitor feature
Through your extensive research with your beacon, you have unlocked the ability to summon temporal alterations of yourself from alternate timelines. With a bonus action, you can tap into the temporal energy of your beacon and conjure an alter version of yourself into existence. This alter appears in an unoccupied space within 15 feet of you, its appearance solely determined by your will, with no impact on its mechanical statistics. These alters are loyal to you and your allies, following your commands without question. The number of alters you can maintain simultaneously is equal to your Intelligence modifier.
Each alter possesses an Armor Class of 14 plus your proficiency bonus, along with 1 hit point and an immunity to all conditions. While sharing your likeness, each alter's ability scores and progression mirror your own, with their own class/subclass, their stats are the same as your's albeit in a different chosen order, the echo's level capped at the total level of your character. When required to make saving throws, they utilize your saving throw bonuses. Occupying the same size and space as you, alters move up to 30 feet in any direction on your turn without requiring any action. Should an alter stray beyond a 30-foot radius from you, it dissipates.
In combat, alters synchronize with your initiative, acting immediately after your turn. While capable of independent movement and reactions, they primarily focus on evading harm, taking the Dodge action by default unless directed otherwise with a bonus action on your turn. When commanding them to act, they can utilize actions detailed by their chosen progression or alternate actions as directed in the following. In your incapacitation, alters can exercise autonomy in their actions beyond merely evading harm:
Tear Through Time: As a bonus action, you can teleport, magically swapping places with your alter at a cost of 15 feet of your movement, regardless of the distance between the two of you.
Overtimed Onslaught: When you take the Attack action on your turn, any attack you make with that action can originate from your space or the alter's space. You make this choice for each attack.
Rippling Pulse: When a creature that you can see within 5 feet of your alter moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the alter's space.
Furthermore, by expending a spell slot of 1st level or higher directly into your timepiece, you can infuse it with temporal energy, generating time shards. The number of time shards you gain equals the level of the spell slot expended. These shards symbolize the temporal energy drawn from the spell, providing you with additional resources for your time-manipulating abilities. At the conclusion of a long rest, any unused time shards stored within your timepiece dissipate, their temporal energy fading with the dawn of a new day.
Temporal Displacement
5th-level Chronal Inquisitor feature
You gain the ability to momentarily shift yourself and your alters out of time. As a bonus action, you can make yourself and your alters incorporeal until the end of your next turn. While incorporeal, you and your alters can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you moved inside the object. You can use this a number of times equal to your proficiency bonus.
Dimensional Surge
9th-level Time Keeper feature
You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your alter hits a target, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Lord of the Nexus
15th-level Chronal Inquisitor feature