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Chronoshifter

Chronoshifter

To most warriors, time is a resource measured in heartbeats. For you, it is a tool, as sharp and deadly as any blade. Through intense training, supernatural intuition, or a soul tethered to a broken moment in reality, you move in ways no ordinary combatant can follow. You read the battlefield before it unfolds, bend time’s flow around yourself, and—when pushed to your limit—bring all motion to a halt.   A Chronoshifter is a warrior who treats the present like a suggestion. Whether by slowing others, accelerating yourself, or even stealing time entirely, you are the eye in the storm—still, silent, unstoppable.  

Temporal Pressure

At 2nd level, you gain the ability to subtly distort time around yourself.
  • Once per turn, when you hit a creature with a weapon attack, you may force it to make a Constitution saving throw against your Warrior Save DC. On a failure, it suffers disadvantage on the next attack roll it makes before the end of its next turn.
  • You may also choose to grant yourself or an ally within 30 feet advantage on a Dexterity saving throw once per round as a reaction, as you nudge their timeline toward safety.
  • Additionally, you gain proficiency in Intelligence (History) and Wisdom (Insight), if you don’t already have them.
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    Chrono Techniques

    At 2nd level, you gain access to a set of Chrono Techniques, powerful time-based Battle Techniques fueled by Vitality Points.   You learn two Chrono Techniques at this level and gain more as you level.  

    Hasteframe

    At 7th level, you learn to briefly accelerate your personal time.
  • Once per turn, when you take the Attack action, you may spend 1 Vitality Point to make an additional attack as part of that action. This attack must use a different weapon than the previous attack (e.g. offhand, ranged, thrown, or summoned weapon).
  • Alternatively, you may use your bonus action to Dash or Disengage, regardless of your other actions this turn.
  • Additionally, when you roll initiative, you may immediately move up to your speed before the first round begins, as your timeline activates ahead of the others.
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    Tactical Echo

    At 10th level, your time-altering strikes echo across micro-moments.
  • Once per short rest, you may "store" an action. After taking the Attack or Dash action, choose to delay its full effect.
  • On a future turn within 1 minute, you may immediately repeat that same action as a free action, as a "time echo." If it's an Attack action, all attacks are made with advantage, and damage is doubled on the first hit.
  • You may only store one action at a time.
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    Future Severance

    At 15th level, your awareness of micro-movements lets you sever time itself.
  • When you hit a creature with a weapon attack, you may choose to prevent it from taking reactions and reduce its movement speed to 0 until the end of its next turn.
  • Once per turn, when you would be hit by an attack, you may spend 1 Vitality Point to skip the damage: instead of taking the hit, you blink out of that timeline, reappearing 5 feet in any direction and taking no damage.
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    Temporal Apex

    At 18th level, you may fully break time—for a moment.   Once per long rest, as a bonus action, you enter a Time-Slip for 1 round (until the start of your next turn). During this round:
  • You may take 2 full turns back to back (this includes full action, bonus, movement)
  • All attacks you make automatically hit unless the creature is immune to time manipulation
  • After this round, you gain one level of exhaustion, and your movement speed is halved until the end of your next turn
  • This is your version of “time stop”—surgical, explosive, and costly.  

    Signature Move: Time Rift

    At 3rd level, you gain the Signature Move Time Rift.   As an action, you cause time to rupture briefly around a creature you strike.   Choose a creature within 30 feet. It must make a Dexterity saving throw.   On a failure, it is frozen in time until the end of your next turn:
  • It cannot move, take actions, bonus actions, or reactions.
  • It automatically fails Dexterity saving throws.
  • It is immune to damage while frozen, but the first weapon attack that hits it afterward deals double damage and knocks the creature prone.
  •   Usable once per short rest or by spending 3 Vitality Points.  

    Time Rift Upgrade I

    At 10th level, you may affect two creatures within 60 feet, and the next hit against either one auto-crits instead of just dealing double damage.  

    Time Rift Upgrade II

    At 18th level, Time Rift becomes an instantaneous battlefield lockdown.
  • Affect up to three creatures, and they may be frozen for up to 2 rounds
  • You may move through the frozen creatures’ spaces during this time as if they were objects
  • When time resumes, each creature takes 6d10 force damage in addition to the first weapon attack’s damage
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    Mastery Combo: Moment Severed

    Trigger: After performing 2 Combo Finishers and accumulating at least 6 combo steps   You collapse causality into your blade. Choose any number of creatures within 60 feet. They must succeed a Wisdom saving throw or become unstuck in time.   While unstuck:
  • Their actions occur at the end of the round instead of their turn
  • They cannot benefit from reactions or readied actions
  • They have disadvantage on initiative and attack rolls until the end of combat
  • You gain advantage on attacks against all affected creatures
  • Lasts 1 minute. Ends early if you are incapacitated.
  •   This is your “rewrite the battlefield” moment—a temporal undoing.  

    Chrono Techniques (Battle Techniques)

    Blink Strike

  • Cost: 1 Vitality Point
  • Teleport up to 10 feet and make a weapon attack with advantage. On hit, the target cannot take reactions until the start of its next turn.
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    Accelerate

  • Cost: 2 Vitality Points
  • Until the end of your next turn, you may take two bonus actions instead of one. You may also reroll initiative and take the higher result.
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    Time Snare

  • Cost: 2 Vitality Points
  •   Choose a 10-ft radius within 60 feet. Creatures in the area must make a Dex save or be slowed:
  • Movement speed halved
  • -2 AC and Dex saves
  • Cannot take reactions
  • Lasts until the end of your next turn.
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    Rewind

  • Cost: 2 Vitality Points
  •   As a reaction to taking damage, you may undo your positioning:
  • Teleport to where you were at the start of your last turn
  • Reduce damage taken by 5 × your Warrior level
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    Stopwatch Barrage

  • Cost: 3 Vitality Points
  • Make two weapon attacks. On a hit, you may delay the damage until the end of your next turn. The target doesn’t know the attack hit until the damage erupts all at once.
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    Combos

    Slowed World

  • Trigger: Use Time Snare and hit a slowed target
  • Effect: Your next attack auto-crits and grants you 1 Vitality Point
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    Warp Rush

  • Trigger: Use Blink Strike + Accelerate in the same turn
  • Effect: Your next movement this turn ignores all terrain, grapples, and magical barriers
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    Afterimage

  • Trigger: Use Rewind or skip damage with Future Severance
  • Effect: Until the end of your next turn, the first attack against you has disadvantage and your next reaction has advantage
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    Combo Finishers

    Zero Point Cut

  • Trigger: After Slowed World and Warp Rush
  • Effect: Make a single weapon attack. If it hits, the target takes maximum damage and is unable to act on its next turn (as if Stunned)
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    Cascade Blink

  • Trigger: After Afterimage and another combo
  • Effect: Choose 3 points within 30 feet. Teleport to each one in sequence and make a weapon attack. If all three hit, gain 2 Vitality Points, and you may immediately cast a Battle Technique without cost.

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