Chrono Knight: a time based subclass
Chrono Knight
A Chrono Knight is a warrior who uses time, past, present and future to overcome the impossible. Chrono knights come from all aspects of life, may it be youngsters who awaken their power through their blood, Inventors who have made machines more advanced that even they can imagine or people gifted their power by godly beings.
Reflavor
When playing a Chrono Knight you can reflavor your abilities to more fit the timely hero you want to play.
The action surge ability might be you slowing down time instead of just giving you an extra action. Same with the Second wind feature. Second wind might instead be that in another timeline you dodged a blow and you bring that timeline into your reality or you go back in time to fix your mistake. The Protection and interception fighting styles can be you telling your allies to dodge the blows or you pushing them absolutely perfectly in a slight direction. As Long as you go by the rules and your DM allows it your imagination is the limit.
Vision
3rd-level Chrono Knight feature
You gain the power to witness the close future to help yourself and warn your allies to defend from oncoming attacks.
As a bonus action you can warn a creature of an possible upcoming attack (this can be yourself). The next time the creature would be hit within 1 minute of the vision with a melee or ranged attack they can ignore the damage taken. Alternatively if the creature is forced to make a saving throw that would result in damage within 1 minute of the vision the creature automatically succeeds that saving throw. If you use this feature on yourself you can instead increase your AC equal to your proficiency bonus until the end of your next turn.
Using this feature puts a strain on your mind as you see all the possible futures. You can use this feature a number of times equal to your proficiency bonus without any backlash. Each time you use it after you take psychic damage equal to twice your proficiency bonus.
Temporal Awareness
7rd-level Chrono Knight feature
Starting at 7th level, you have earned a sixth-sense allowing you to passively see into the future and have even stronger visions.
As long as you are conscious you can not be surprised, you have advantage on initiative checks and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
You can spend 1 minute in deep concentration to get glimpses of 1 hour into the future. The DM determines what you see and don't see (If you want to know specific information it can be useful to ask your DM for such information. An example would be: Will there be a fight in this room soon?). Visions can be blocked with divination stopping magic like nondetection or similar items and If you witness combat or a location where combat is located any creature told this information will have advantage on initiative ability checks. Once this ability is used you must wait another hour before it can be used again.
Chrono-Surge
10rd-level Chrono Knight feature
Starting at 10rd Level, time starts to slow down during your moments of extreme focus.
When you use your action surge you also gain either an additional use of your movement or an additional bonus action. You also gain an additional use of your action surge meaning at 17th level you gain a third use.
Moment between time
15rd-level Chrono Knight feature
At 15th level you realised that sometimes you only need a moment just for yourself.
As a reaction, you briefly stop the flow of time for everyone but yourself. While the flow of time has stopped you can take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
Time resumes if one of the actions you use during this period affects a creature other than you or an object being worn or carried by someone other than you. If you take the attack action against a creature, treat the first attack like the creature is paralysed. Once you use this feature, you can't use it again until you finish 1d4 long rests.
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