Base Class: Barbarian
As a Path of The Timeless barbarian, you have in one way or another, come into direct contact with time, and establishing a connection with it, now able to draw from within it, and wield the powers of time to aid allies and decimate foes.
Temporal Lucidity
Starting when you choose this path at 3rd level, you can dilate others through time when you rage.
For the duration of your rage, whenever you hit a creature with a melee weapon attack, you may use your reaction to alter time around that creature sending it hurling through an abridging of continuity. The creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or its speed is reduced by 15 feet, it takes a penalty to AC and Dexterity saving throws equal to your Constitution modifier, and it can't use reactions until your rage ends.
A creature affected by this feature makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Overclocked
Beginning at 6th level, you can rally yourself and your allies in an unending vigor. Whenever your Rage is activated, you may choose a willing creature you see within 10 feet.
Until your rage ends, their walking speed doubles, they gain a +2 to their AC, have advantage on their Dexterity Saving throws and gain an additional action on each turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When your rage ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.
Prime Time
At 10th level, you become intimately intertwined with the passage of time. Whenever you or an allied creature within 10 feet of you takes the first Attack action of a turn, it may be treated as a bonus action instead.
Before Your Time
At 14th level, you become a living paradox, a timekeeper, a being whose essence cannot be contained in mere continuity.
You do not age.
If you succeed on a death saving throw, it is treated as a critical success instead. (As if you had rolled a natural 20).
As a reaction to having your hit points reduced while you are raging, you may add a number of temporary hit points equal to the number of hit points lost for the duration of your rage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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