Warlock
Base Class: Warlock

A man with a blackened, burnt left hand stalks forward, freezing his enemies in time with a snap of his charred fingers. A gnomish woman with a blank grey pebble in her left eye sockets looks a moment into the future and chooses the outcome which benefits her the most. A half-orc dressed in shamanic robes has his body racked by pain as he rips time away from another creature. These adventurers have made a pact with a being who observes and affects the flow of time. That power manifests in them in varied ways, but their ability to turn the tide of combat is undeniable.

1st Level Spells: Bane and Bless

2nd Level Spells: Augury and Blur

3rd Level Spells: Catnap and Haste

4th Level Spells: Death Ward and Divination

5th Level Spells: Legend Lore and Steel Wind Strike

A Drop in the Stream

Beginning at 1st level when you choose the Time Keeper patron, you may add your charisma modifier to your initiative rolls, as your patrons power passively grants you insight into coming scenarios.

Wrinkles and Folds

Beginning at 6th level, when a creature you can see within thirty feet of you makes an attack roll, ability check, or saving throw, you may roll three d20s. Choose any of those dice and replace the creature's roll. Once you have used this feature, you must complete a short or long rest before you can use it again.

Frozen in Time

Beginning at 10th level, you can slow or paralyze your enemies as an action. Choose a number of creatures up to your Charisma modifier (minimum 1). Those creatures must make a Charisma saving throw against your spell save DC. A creature who successfully saves is under the effect of the Slow spell until the end of your next turn. A creature who fails is paralyzed until the end of your next turn, at which point they may repeat the save, becoming Slowed on a success, remaining paralyzed on a failure.

Time is on MY Side

Beginning at 14th level, when another creature starts its turn in combat you can use your reaction to paralyze that creature and take an additional turn yourself. When this additional turn ends, the creature is no longer paralyzed and initiative advances to the next creature. You may use this feature at will, but each time you do so beyond the first, you must succeed on a Constitution saving throw (DC = 18 + number of uses) or take two levels of exhaustion.

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