Base Class: Fighter
The Time Master has figured out how to reach into history and pull items to aid in battle. Whether taught by a wizard who dabbled in Dunamancy or with a long-lived sorcerer the Time Master reaches through a rift into the past to grab weapons for battle or needed items. Though time magic is not a precise science and is bound to fail. With this subclass, you will be able to reach through portals into history to pull weapons and items. Access a portable library, and all you to step into time itself for a short burst.
Time around you is less of a construct and more of a physical weave of energies that you can reach in and touch. By unravelling these strands you can see into the past, call for help, receive items of great worth, or slow down time to dodge out of the way. The more you practice the easier it is to see into and change time. Eventually allowing yourself to change things entirely.
Pull From Time
At 3rd level, pull a simple weapon or item out of history. In order to do so, you must take one full round. You will use your action to make a History check with the DC being decided by the rarity of the weapon or the difficulty of use determining it’s DC the max being 30. After you must use your bonus action to determine if you can use the weapon and make the first attack with it. You must make an INT check with DC being determined in the same way as pulling the item.
DC 5-daggers, normal swords, candles, twine
DC 10-Speciality weapons: Katanas, battle axes, basic items like balls or unlit torches
DC 15: difficult items like guns or minorly enchanted weapons or greatswords, rarer items: lockpicks, bolas, etc.
DC 20: more difficult items like laser guns or more enchanted weapons, expensive items: spyglass, enchanted items, etc.
DC 25: Extremely difficult items like diamonds
DC 30: Large and impossible items like tanks, bombs, ballistae, Catapults, and other large items.
Once an item is pulled from history it remains for an hour or until another item is pulled from history. The DC is decreased at 7th, 11th, and 17th level.
Out of Time
At 7 level, you also gain the ability to step out of time yourself. You may cause a temporal rift to open in front you and can step into any moment in history for 1 full minute before being pulled back into the present. Nothing can be changed at this moment and you cannot interact with any person but can remember each detail of the event as it is happening. Upon returning you gain access to three spells that can be used upon your next turn by taking an action to use them.
- Temporal Rift- you cause a rift to open above an enemy within 60 ft. of you. That enemy must make a dexterity saving throw or take 3d6 damage from garbage pulled through the rift.
- Temporal agency-You can pull aid from one person that you know from history. This person appears, gains their own initiative and can do three turns before returning to their time.
- Temporal rage-You can cause an image to appear in front of one enemy within 60 ft. of you. This image is a moment in time that the enemy wishes to forget. They must make a CON saving throw, upon a failed throw they take 10d4 psychic damage and are frightened for 1 minute. If they succeed they take half as much damage and are not frightened.
You can use this once per long rest
Master of Time
You can also make use of either the slow spell or the haste spell three times per long rest without components or spell slots. You also gain advantage on INT checks for using your weapons pulled out of time
Dodging time
At 15th level, you gain the ability to dodge projectiles by slowing time around you. You gain advantage on all DEX saving throws when you use this feature. You can use it three times before time taxes you and you have to rest.
Rewind
you gain access to the 9th level spell Rewind.
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