Base Class: Barbarian
“They do not fight against time. They fight through it.”
The Path of the Chronoguard is not learned — it is bestowed. This rare mantle of power comes directly from Chronchire, the Goddess of Time, whose will turns the gears of ages. Those who walk this path are her chosen warriors, wielding the fury of time to defend its proper flow or, when she commands, to shatter it. Only twice in the history of the world has Chronchire placed this power in mortal hands. You are the second. Her trust is no gift; it is a burden. As her chosen, you will march through the storms of time itself, hastening allies, slowing enemies, and ripping stolen moments from fate’s grasp. You are not a mere barbarian — you are the edge of the clock’s hand, striking when the hour demands it.
Level 3: Temporal Tantrum
You can unleash time-warped rage in the blink of an eye. You may choose to enter a Rage as a free action when you roll for initiative.
In addition, when you enter your Rage, choose one of the following effects:
Haste – Your movement speed increases by 10 feet. While raging, you may take the Dash action as a bonus action on each of your turns.
Slow – Choose a number of creatures you can see within 30 feet of you, up to your Strength modifier (minimum 1). Each affected creature has their movement speed halved and suffers disadvantage on Dexterity saving throws while your Rage persists. A creature can make a Constitution saving throw at the end of each of its turns (DC = 8 + your proficiency bonus + your Constitution modifier) to end this effect early.
You may choose a different effect each time you Rage.
Level 6: Chronoflex
While raging, you can twist time to avoid danger. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on that attack — after you see the result of the roll, but before damage is applied.
You can use this reaction a number of times equal to your Constitution modifier (minimum 1), and you regain all expended uses when you finish a long rest.
Level 10: Leech Time
Your strikes tear threads of time from your enemies to restore your vitality.
While you are raging, once on each of your turns when you hit a creature with a melee weapon attack, you can expend up to a number of your Hit Dice equal to your Constitution modifier (minimum 1). Roll those dice and regain hit points equal to the total + your Constitution modifier.
Level 14: Temporal Apex
Your mastery over time grows more complete. When you enter your Rage, you may choose one additional temporal effect, in addition to your choice from Temporal Tantrum:
Chronal Shield – You gain a +2 bonus to AC and all saving throws for the duration of your Rage.
Time Burn – Once per turn, when you hit a creature with a melee weapon attack, you deal an additional 2d6 Force or Necrotic damage (your choice) as your weapon vibrates with unstable temporal energy.
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