Ziegander
2017-05-01, 02:53 PM
HIT POINTS
Hit Dice: d10s
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier at each level after 1st.
PROFICIENCIES
Armor: Light, medium, heavy, and shields
Weapons: Simple and martial
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: History and any other two of your choice
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) Any two martial weapons, or (b) one martial weapon and a shield.
(a) Studded Leather, (b) a Chain Shirt, (c) Scale Mail, or (d) Chain Mail.
(a) a Light Crossbow with 20 bolts, (b) a bandoleer with 10 Daggers, or (c) a quiver with 5 Spears.
A set of traveler's clothes and any adventurer's kit.
The Time Knight
Level
Proficiency Bonus
Features
1st
+2
Alarm, Armored in Time, True Strike
2nd
+2
Quick on Your Feet, Ready for Anything
3rd
+2
Island in Time, Time Slice
4th
+2
Ability Score Improvement
5th
+3
Extra Attack, True Strike (1 hour)
6th
+3
Time Mage
7th
+3
Improved Time Slice
8th
+3
Ability Score Improvement
9th
+4
Armored in Time (2)
10th
+4
Contingencies
11th
+4
Quick Hit
12th
+4
Ability Score Improvement
13th
+5
Time Mage (2)
14th
+5
Always Ready
15th
+5
Superior Time Slice
16th
+5
Ability Score Improvement
17th
+6
Armored in Time (3)
18th
+6
Splitting Seconds
19th
+6
Ability Score Improvement
20th
+6
Insynchronimity, Time Mage (3)
The Saving Throw DC for a Time Knight's class features is 8 + your proficiency bonus + your Intelligence modifier.
Alarm
You may cast the Alarm spell as a ritual.
Armored in Time
At the start of any combat, even if you have been surprised or haven't yet acted, you are automatically protected as if by the Sanctuary spell for a number of rounds as determined by your level. This effect protects you for the first round (or until the end of the surprise round) of combat at 1st level, and then for two rounds of combat at 9th level, and for three rounds of combat at 17th level.
This effect does not end even if you make an attack or cast a spell that affects an enemy creature, although if you do any creatures attacked or affected by you ignore this effect.
True Strike
You may cast the True Strike spell as a cantrip. You may concentrate on this spell for up to 1 minute. Starting at 5th level you may concentrate on this spell for up to 1 hour.
Quick on Your Feet
Starting at 2nd level you add your Proficiency bonus to Initiative checks and may Dash or Disengage as a bonus action on your turn.
Ready for Anything
Also at 2nd level, if you use the Ready action on your turn you may take any number of reactions before the start of your next turn. This feature does not allow you to take your readied action more than once.
Island in Time
Starting at 3rd level, anytime you would fail a Dexterity saving throw you may use your Reaction to succeed instead. If you do, you may not take an Action on your next turn.
Time Slice
Also at 3rd level, once per turn when you hit with a melee attack you may choose to deal no damage. If you do, the struck creature must succeed on a Dexterity saving throw or be unable to take an Action on its next turn.
Time Mage
At 6th level you may cast the spells Haste, Hold Person, and Slow a combined total number of times each day equal to your Intelligence modifier.
Starting at 13th level you may use this feature to cast the spells Hold Monster and Modify Memory.
Starting at 20th level you may use this feature to cast the Time Stop spell.
Improved Time Slice
Starting at 7th level, you deal damage as normal when you choose to use your Time Slice feature, and whenever a creature fails its saving throw against your Time Slice feature it moves at half speed on its next turn.
Contingencies
Starting at 10th level, when you take the Ready action you may use your reaction to act anytime before your next short or long rest. You may have a number of actions Ready up to your Intelligence bonus (minimum 1).
Quick Hit
Starting at 11th level you may make one weapon attack on your turn as a bonus action.
Always Ready
Starting at 14th level you may take the Ready action as a bonus action on your turn.
Superior Time Slice
Starting at 15th level, you are no longer limited to once per turn when choosing to use your Time Slice feature, and whenever a creature fails its saving throw against your Time Slice feature it can't take reactions until the start of your next turn.
Splitting Seconds
At 18th level and beyond you may take up to two bonus actions on your turn.
Insynchronimity
At 20th level you are immune to the harmful effects of any spells you can cast through your Time Mage feature and no creature may use its reaction during your turn, or Legendary Actions at the end of your turn.
Hit Dice: d10s
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier at each level after 1st.
PROFICIENCIES
Armor: Light, medium, heavy, and shields
Weapons: Simple and martial
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: History and any other two of your choice
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) Any two martial weapons, or (b) one martial weapon and a shield.
(a) Studded Leather, (b) a Chain Shirt, (c) Scale Mail, or (d) Chain Mail.
(a) a Light Crossbow with 20 bolts, (b) a bandoleer with 10 Daggers, or (c) a quiver with 5 Spears.
A set of traveler's clothes and any adventurer's kit.
The Time Knight
Level
Proficiency Bonus
Features
1st
+2
Alarm, Armored in Time, True Strike
2nd
+2
Quick on Your Feet, Ready for Anything
3rd
+2
Island in Time, Time Slice
4th
+2
Ability Score Improvement
5th
+3
Extra Attack, True Strike (1 hour)
6th
+3
Time Mage
7th
+3
Improved Time Slice
8th
+3
Ability Score Improvement
9th
+4
Armored in Time (2)
10th
+4
Contingencies
11th
+4
Quick Hit
12th
+4
Ability Score Improvement
13th
+5
Time Mage (2)
14th
+5
Always Ready
15th
+5
Superior Time Slice
16th
+5
Ability Score Improvement
17th
+6
Armored in Time (3)
18th
+6
Splitting Seconds
19th
+6
Ability Score Improvement
20th
+6
Insynchronimity, Time Mage (3)
The Saving Throw DC for a Time Knight's class features is 8 + your proficiency bonus + your Intelligence modifier.
Alarm
You may cast the Alarm spell as a ritual.
Armored in Time
At the start of any combat, even if you have been surprised or haven't yet acted, you are automatically protected as if by the Sanctuary spell for a number of rounds as determined by your level. This effect protects you for the first round (or until the end of the surprise round) of combat at 1st level, and then for two rounds of combat at 9th level, and for three rounds of combat at 17th level.
This effect does not end even if you make an attack or cast a spell that affects an enemy creature, although if you do any creatures attacked or affected by you ignore this effect.
True Strike
You may cast the True Strike spell as a cantrip. You may concentrate on this spell for up to 1 minute. Starting at 5th level you may concentrate on this spell for up to 1 hour.
Quick on Your Feet
Starting at 2nd level you add your Proficiency bonus to Initiative checks and may Dash or Disengage as a bonus action on your turn.
Ready for Anything
Also at 2nd level, if you use the Ready action on your turn you may take any number of reactions before the start of your next turn. This feature does not allow you to take your readied action more than once.
Island in Time
Starting at 3rd level, anytime you would fail a Dexterity saving throw you may use your Reaction to succeed instead. If you do, you may not take an Action on your next turn.
Time Slice
Also at 3rd level, once per turn when you hit with a melee attack you may choose to deal no damage. If you do, the struck creature must succeed on a Dexterity saving throw or be unable to take an Action on its next turn.
Time Mage
At 6th level you may cast the spells Haste, Hold Person, and Slow a combined total number of times each day equal to your Intelligence modifier.
Starting at 13th level you may use this feature to cast the spells Hold Monster and Modify Memory.
Starting at 20th level you may use this feature to cast the Time Stop spell.
Improved Time Slice
Starting at 7th level, you deal damage as normal when you choose to use your Time Slice feature, and whenever a creature fails its saving throw against your Time Slice feature it moves at half speed on its next turn.
Contingencies
Starting at 10th level, when you take the Ready action you may use your reaction to act anytime before your next short or long rest. You may have a number of actions Ready up to your Intelligence bonus (minimum 1).
Quick Hit
Starting at 11th level you may make one weapon attack on your turn as a bonus action.
Always Ready
Starting at 14th level you may take the Ready action as a bonus action on your turn.
Superior Time Slice
Starting at 15th level, you are no longer limited to once per turn when choosing to use your Time Slice feature, and whenever a creature fails its saving throw against your Time Slice feature it can't take reactions until the start of your next turn.
Splitting Seconds
At 18th level and beyond you may take up to two bonus actions on your turn.
Insynchronimity
At 20th level you are immune to the harmful effects of any spells you can cast through your Time Mage feature and no creature may use its reaction during your turn, or Legendary Actions at the end of your turn.