The Timewinder Martial Archetype for Fighter

by SemanticAvenger

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The Timewinder

Turning the Sands of Time

Timewinders are snakes moving through the sands of time, twisting between seconds and minutes and hours like they were grains the shore of an ocean of time. These fighters are a unique breed who have, through a careful study of time and magic, found a way to contort themselves through time, gaining immense speed and survivability.

No matter how fast any monk, rogue, or warrior is, they are still no competition for a fighter who moves between the ticks and tocks of a multiversal clock.

Subclass Features

Arcane Clockmaker

3rd-level Timewinder feature

A part of your dedication to the magic of time has been the study of clocks and of history. You gain proficiency with thieves' tools and tinker's tools, as well as in the Arcana and History skills. Your proficiency bonus is doubled for any check with a skill or tool granted by this feature.

Sands of the Hourglass

3rd-level Timewinder feature

Your studies of time and its magic allow you to harness that magic using a resource called Hours. You can spend Hours to fuel various Timewinder effects, called Sands, detailed at the end of this class. You start knowing three Sand effects: Head Start, and two others of your choice.

You can choose two additional Sands of your choice at 7th, 10th, and 15th level. Each time you learn new Sands, you can also replace one Sand you know with a different one. If a Sand has prerequisites, you must meet them to learn it. You can learn the Sand at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Your maximum number of Hours is equal to 8 + your proficiency bonus. Using a Sand effect or spell expends a certain number of Hours detailed in the feature's description. When you complete a short or a long rest, you regain a number of Hours equal to the hours spent in the rest + your proficiency bonus.

Some of your Sand features require your target to make a saving throw to resist the feature’s effects. Your Sand save DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Temporal Dodge

7th-level Timewinder feature

You are able to slip between moments to mitigate injury. When an attacker that you can see hits you with an attack, you can use your reaction to reduce the damage taken by 1d10 + your fighter level.

Cosmic Clock

10th-level Timewinder feature

You are able to tap into chronal magic to cast certain spells. You learn the haste, slow, and stop* spells, and can cast one of them as an Action by expending 3 Hours.

Slow Time

15th-level Timewinder feature

You are faster even than a dragon's breath. You gain a bonus to all saving throws equal to your Intelligence modifier, and if you would take half damage on a success, you instead take no damage.

Sand Sage

18th-level Timewinder feature

You are as unparalleled a master of time as a mortal can be. You are now able to exchange the Sands you know for any others available to this class when you finish a Long Rest.

Additionally, as an action, you can cast the wish spell. Once you have cast it with this feature, you cannot do so again until you have completed 2d6 long rests.

Sands

Listed here are the Sand options for your Sands of the Hourglass feature. That feature explains how you gain new Sands and use and expend your Hours resource. If the Sand you use incorporates a spell or action, you use that effect's casting time unless otherwise indicated in the Sand's description.

Blurred Strike (3 hours)

Prerequisite: 7th level

When you make an opportunity attack, you can attack twice instead of once.

Chrono Rush (4 Hours)

Prerequisite: 7th level

When you roll initiative, you can grant yourself the benefits of the Dash and Disengage actions for 1 minute, or until you lose concentration (as if concentrating on a spell).

Do Over (2 Hours)

Prerequisite: 7th level

When you or a creature you can see fails a Strength or Dexterity ability check or saving throw, you can use your reaction to allow them to reroll the ability check or saving throw with advantage

Head Start (2 Hours)

When you roll initiative, you can grant yourself a bonus to the roll equal to the number of Hours you have remaining.

Improved Haste (4 Hours)

Prerequisite: 10th level

When you caste the haste spell, you can increase its range to 60 feet, and you can cast it on two creatures at once, as long as they are within 15 feet of each other.

Improved Slow (4 Hours)

Prerequisite: 10th level

When you caste the slow spell, you can choose a number of creatures equal to your Intelligence modifier to have disadvantage on all saving throws against the spell.

Improved Stop (4 Hours)

Prerequisite: 10th level

When you caste the stop spell, you can increase its range to 30 feet, and you can cast it on two creatures at once, as long as they are within 15 feet of each other.

Opening (2 Hours)

When you make an opportunity attack you can grant yourself advantage on the attack roll.

Quantum Target (4 Hours)

Prerequisite: 10th level

You can cast either the blur spell or the mirror image spell as a bonus action.

Rewind (6 Hours)

Prerequisite: 15th level

When a creature which you can see takes damage or regains hit points, you can use your reaction to negate the damage or healing entirely.

Savage Stop (5 Hours)

Prerequisite: 15th level

When you hit a creature with a weapon attack, you can cast the stop spell on that creature as a part of the same attack.

Shifting Sands (1 Hour)

When a creature which you can see hits you with a weapon attack, you can use your reaction to grant yourself a bonus to AC equal to your Intelligence modifier, potentially causing the attack to miss.

Slow Descent (1 Hour)

You can cast the feather fall spell. When you cast it in this way, you can cast it on an additional number of creatures equal to your Intelligence modifier.

Stolen Visions (5 Hours)

Prerequisite: 15th level

When you or someone you can see within 60 feet makes an Ability Check, you can use your reaction to make them either succeed or fail regardless of their roll.

Take It Back (2 Hour)

When you or a creature you can see fails a Charisma check, you can roll a d4 and add it to the roll, potentially turning it into a success.

Temporal Step (3 Hours)

Prerequisite: 7th level

As an action, you cast the blink spell. When you cast it in this way, you can return to a space within a number of feet equal to your speed, instead of the normal distance of 10 feet.

Transpose (3 Hours)

As an action, you can choose any two creatures (including yourself) which you can see within 30 feet of you and cause them to swap places in the initiative order. If a creature is unwilling, it must succeed on a Charisma saving throw to avoid this effect.







Spells

Stop

3rd-level Transmutation spell

Casting Time: 1 Action
Range: Touch
Components: V, S, M (a tiny, broken hourglass drained of sand)
Duration: 1 round
Classes: Artificer, Sorcerer, Wizard

You touch one creature and trap it between moments. The target must succeed on a Charisma saving throw or be petrified until the end of your next turn. While petrified in this way, the target is not transformed into an inanimate substance, but suffers all other effects of that condition, and it cannot be moved by any means.

At the end of each of its turns, and each time it takes damage, the target can make another Charisma saving throw, ending the effect with a success.

 

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