Base Class: Fighter
Ephemeral Warriors concentrate their training on the perfection of reactive and acrobatic combat, nearly imperceptible time manipulation, and versatility. They utilize every weapon and tool to its fullest, often finding resourceful ways of using ordinary tools. Whether their opponents are quick and nimble or hulking and powerful, Ephemeral Warriors find a way to use their strengths against them.
Level 3: Acrobatic Focus
When you reach 3rd level, thanks to your training in focus, anticipation, and acrobatics, you gain Advantage in all Dexterity saving throws and Proficiency in Dexterity (Acrobatics) checks if you did not already have them.
Level 3: Spin Attack
At 3rd level, you have developed the technique of holding your weapon out and swiftly spinning around with it to damage all foes around you. A number of times equal to your Constitution modifier (minimum of 1), you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. You regain any expended uses after a short rest.
Level 7: Shield Parry
When you reach 7th level, thanks to your exercises in reaction, you can use a reaction to bash your shield when an attack roll—weapon, Unarmed Strike, or spell*—made against you succeeds against your AC. When you attempt to parry an attack, you must roll a Strength check with your proficiency bonus added against a DC equal to the STR of the creature attacking you. On a fail, nothing happens and the creature's attack works as intended. On a success, the creature's attack has no effect and, if it was a melee attack, you have Advantage to attack the creature until the end of your next turn or, if it was a ranged attack, the projectile is deflected back at the creature, at which point it becomes the target of the attack, which maintains the creature's original attack roll.
*As long as the spell attack is a melee attack (e.g. Booming Blade). If it is a ranged spell attack (e.g. Fire Bolt), you cannot use this ability.
Level 7: Additional Weapon Mastery
When you reach 7th level, thanks to your training in versatility, you gain another Weapon Mastery of your choice.
Antimatter Rifle (Sap)
You gain Mastery in antimatter rifles.
Automatic Rifle (Slow)
You gain Mastery in automatic rifles.
Battleaxe (Topple)
You gain Mastery in battleaxes.
Blowgun (Vex)
You gain Mastery in blowguns.
Club (Slow)
You gain Mastery in clubs.
Dagger (Nick)
You gain Mastery in daggers.
Dart (Vex)
You gain Mastery in darts.
Flail (Sap)
You gain Mastery in flails.
Glaive (Graze)
You gain Mastery in glaives.
Greataxe (Cleave)
You gain Mastery in greataxes.
Greatclub (Push)
You gain Mastery in great clubs.
Greatsword (Graze)
You gain Mastery in great swords.
Halberd (Cleave)
You gain Mastery in halberds.
Hand Crossbow (Vex)
You gain Mastery in hand crossbows.
Handaxe (Vex)
You gain Mastery in handaxes.
Heavy Crossbow (Push)
You gain Mastery in heavy crossbows.
Hunting Rifle (Slow)
You gain Mastery in hunting rifles.
Javelin (Slow)
You gain Mastery in javelins.
Lance (Topple)
You gain Mastery in lances.
Laser Pistol (Vex)
You gain Mastery in laser pistols.
Laser Rifle (Slow)
You gain Mastery in lesser rifles.
Light Crossbow (Slow)
You gain Mastery in light crossbows.
Light Hammer (Nick)
You gain Mastery in light hammers.
Long Bow (Slow)
You gain Mastery in long bows.
Longsword (Sap)
You gain Mastery in longswords.
Mace (Sap)
You gain Mastery in maces.
Maul (Topple)
You gain Mastery in mauls.
Morningstar (Sap)
You gain Mastery in morningstars.
Musket (Slow)
You gain Mastery in muskets.
Pike (Push)
You gain Mastery in pikes.
Pistol (Vex)
You gain Mastery in pistols.
Quarterstaff (Topple)
You gain Mastery in quarterstaves.
Rapier (Vex)
You gain Mastery in rapiers.
Revolver (Sap)
You gain Mastery in revolvers.
Scimitar (Nick)
You gain Mastery in scimitars.
Semiautomatic Pistol (Vex)
You gain Mastery in semiautomatic pistols.
Shortbow (Vex)
You gain Mastery in shortbows.
Shortsword (Vex)
You gain Mastery in shortswords.
Shotgun (Push)
You gain Mastery in shotguns.
Sickle (Nick)
You gain Mastery in sickles.
Sling (Slow)
You gain Mastery in slings.
Spear (Sap)
You gain Mastery in spears.
Trident (Topple)
You gain Mastery in tridents.
War Pick (Sap)
You gain Mastery in war picks.
Warhammer (Push)
You gain Mastery in warhammers.
Whip (Slow)
You gain Mastery in whips.
Level 10: Flurry Rush
At 10th level, thanks to your training in focus, you can now briefly slow time around you, but your control over it is limited. Combining this with your mastery of reaction, you have gained the ability to dodge a foe's attack and respond with your own flurry of attacks in an ephemeral movent. When a successful melee attack roll is made against you, you can use a Reaction to make a Dexterity (Acrobatics) check with a DC equal to the Dexterity Score of the creature attacking you. On a fail, the opponent's attack has the intended effect. On a success, you dodge the attack, taking no damage, and gain the effects of taking the attack action, including all of your extra attacks and any other benefits granted by it (e.g. the attack granted by the Nick Mastery property). You can use this ability a number of times equal to 1 + your Constitution Modifier, regaining any expended uses after a Long Rest.
When you reach 18th level, you can attack one extra time during a Flurry Rush, for a total of 2 + # of extra attacks.
Level 10: Temporal Focus
At 10th level, after rigorous training, you have learned to better focus and control your ability to manipulate the flow of time, allowing you to cast the spell Slow. You can cast Slow a number of times equal to your Proficiency Bonus, regaining any expended uses after a Long Rest. The save DC for Slow is 8 + Proficiency Bonus + CON Modifier.
Level 15: Millisecond Archer
By 15th level, your control over time has allowed you to augment your archery abilities. You gain Mastery in longbows and shortbows if you have not already and when you take the attack action with a ranged weapon, by slowing time around you, you have time to attack one more time than normal, allowing to you to attack a number of times equal to 2 + # of extra attacks.
Level 18: Temporal Master
When you reach 18th level, after all of your onerous training, you have mastered the ability to slow and even stop the flow of time around you. Thanks to this, you can use a magic action to briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d2 + 1 turns in a row, during which you can use actions and move as normal. The effect ends if you move to a place more than 1,000 feet from the location where you initiated it.
Previous Versions
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