Ranger
Base Class: Ranger

The Timekeeper ranger is an unusual sect of rangers that stem from a temporal race of Aasimar that came from an unknown plane outside of space and time. They control the flow of time using miniature clocks that channel their energy and can even undo events and conversations and make actions ahead of time with a type of action and bonus action unique to themselves, the preemptive action and preemptive bonus action. 

Note: Preemptive Actions and Preemptive Bonus Actions: Unique to the Timekeepers, Preemptive allow movement outside of conventional limits of time. A Preemptive Action or Bonus action allows you to use your Action or Bonus action respectively when you would normally take a Reaction, effectively using it ahead of time. A Preemptive can be triggered at any point in time during the round, including on other creature's turns in between their actions and bonus actions. As a result, you must pay back the stolen time; on your next turn, you cannot use your Action or Bonus action if you used it as a Preemptive. A Preemptive does not use your reaction. 

Level 3: Timepeice

You gain the ability to manipulate time. You gain a miniature magical clock that you must wear anywhere on your person to use. The miniature clock is known as your Timepiece. The Timepiece has a number of charges equal to your Proficiency bonus. On your turn, you may expend a bonus action (unless otherwise mentioned) to expend charges in the following ways: 

Slow Time (1 Charge) You slow time in an area 10 feet wide centered on a point you can see within 30 feet of you. Terrain in the area counts as Difficult Terrain, and while in the area, a creature can use its Action or Bonus action on its turn. If a creature uses an Action or Bonus Action in the area and then leaves the area, they can use the other as per usual. You can only have 1 area affected in this way at a time. The area remains affected for one minute, you die, or you use the Timepiece again, at which point the effect ends. 

Speed Up Time (1 Charge) You rapidly speed up time in a point you can see within 30 feet of you. On a creatures turn, it can choose to remain in the point or move through it, gaining the respective effect: A) Remain: The creature in the point can make an additional Bonus Action or one additional Attack on its turn. B) Move Through: The creature gains a 15-foot bonus to its speed until the end of its current turn. You can only have one area affected in this way at a time. The area remains affected for one minute, you die, or you use the Timepiece again, at which point the effect ends. 

The Timepiece regains all expended uses when you finish a Long Rest. 

 

Level 7: Delicate Craft

You gain the ability to manipulate time in more intricate ways. Whenever you use your Timepiece, you or a creature you can see within 10 feet of you regains a number of hit points equal to 1d8 + your Wisdom Modifier. This healing increases when you reach levels 15 (2d8) and 17 (3d8). In addition, your Timepiece gains the following option, in addition to those presented in your Timepiece feature: 

Undo Minor Action (3 Charges, Preemptive Action*) You undo a minor event. Choose a creature you can see within 30 feet of you that has just barely moved, made an attack that does not have a recharge, or cast a spell of third level or lower. The following occurs, depending on what the creature has done:

Move: The movement is undone, and the creature moves back to its original position. It then regains half its movement for the current turn.

Attack (No Recharge): The attack is undone. The creature regains its attack, but the next attack it makes has disadvantage. 

Cast a Spell of Third Level or Lower: The spell is uncast. The target regains its spell slot and its magic action, but it cannot cast the same spell for the rest of its turn.  

 

Level 11: Another Chance

Your Timepiece gains a number of charges equal to your Wisdom Modifier. In addition, it gains the following option, in addition to the other options gained by other subclass features: 

Another Chance (5 Charges) You restart a conversation that follows the following requirements: It contains at least two participants, up to a number equal to your level; and the conversation has been going on for a number of minutes up to your level. The conversation is undone completely, returning to what the DM dictates was the start of the conversation. Anything or anyone affected by the conversation returns to the point at which the conversation started, and all changes to a creature (including health, status conditions, etc.) are undone. Any creatures you choose remain full memory of the conversation. Every other creature must succeed on a Wisdom saving throw equal to 10 + your Wisdom Modifier + your Proficiency Bonus. On a failed save, they lose all memory of the conversation and are unaware that time was rewound. If a creature succeeds, it knows time was rewound (the DM decides if the creature knows the source of the Rewind). If a creature succeeds the save by 5 or more, it also retains memory of the previous conversation (but the DM dictates exactly how much they remember). 

Level 15: Timewarden

Your Timepiece now has a number of charges equal to your level (replacing the other charges). In addition, it gains the following abilities, in addition to those presented above: 

Stop Time (2 Charges, 1/short or long rest) You stop time in a point you can see within 30 feet of you. Each creature inside of the area must succeed on a constitution saving throw or else it skips its next turn. If a creature skips its turn in this way, it gains immunity to your Stop Time ability for 24 hours. You can only have 1 area affected in this way at a time. The area remains affected for one minute, you die, a creature skips its turn because of it, or you use the Timepiece again, at which point the effect ends.  

Greater Speed Up Time (2 Charges) You speed up time greatly in a point you can see within 30 feet of you. Whenever a creature passes through the point, it can choose to either stay in the point (reducing its speed to 0 until the end of its turn) or pass through. If a creature chooses to stay, it can make 2 extra Bonus Actions on its turn and can make one extra attack on its turn. If it chooses to move through the point, it gains a 20-foot bonus to its speed and opportunity attacks have disadvantage against it until the end of its current turn. You can only have 1 area affected in this way at a time. The area remains affected for one minute, you die, or you use the Timepiece again, at which point the effect ends.  

Chronomaster (5 Charges, free action) You gain the ability to move outside of the traditional weaves of time. For one minute, you enter a powerful form. While in this form, you can make 1 additional bonus action on your turn, and all of your bonus actions or actions can be used as Preemptive actions during this time. While in this form, you can only use your Stop Time, Slow time, Speed Up Time, and Greater Speed Up Time via your Timepiece. The form ends early if you lose concentration, you are incapacitated or die, or you dismiss it early (no action required). 

Saving Grace (6 Charges, 1/long rest) You undo a tragic event. Choose a creature that has been reduced to 0 hit points in the last round. That creature regains all hit points it lost in the last round and can use its reaction to move to a point it can see within 20 feet of it without provoking opportunity attacks. In addition, for the next round, the creature has resistance to all damage. 

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