Timeblade

There are warriors who move so quickly that they seem to stop time, then there are those who actually alter time with their attacks. The timeblade augments physical attacks by manipulating temporal powers and eventually learns to step outside time itself.

Temporal Strike

Starting at 3rd level, when you hit a creature with a weapon attack, you can use a bonus action to trigger one of the following effects:

  • Dislocative Step. You step outside of time and move to an unoccupied space you can see within 15 feet of you. This movement doesn’t provoke opportunity attacks. At 10th level, you can move up to 30 feet.
  • Dislocative Shove. You push the target of your attack to an unoccupied space you can see within 15 feet of you. You can move the target only horizontally, and before moving into damaging terrain, such as lava or a pit, the target can make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), ending the movement in an unoccupied space next to the damaging terrain on a success. At 10th level, you can move the target up to 30 feet.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.

Chronologic Echo

At 7th level, immediately after you use your Second Wind feature, you can trigger an echo in time, allowing you to use it twice. Roll separately for each use of Second Wind. Once you use this feature, you can’t use it again until you finish a long rest.

Improved Temporal Strike

At 10th level, when you use your Temporal Strike feature, you can choose one of the following additional options:

  • Chronal Cleave. You immediately make a weapon attack against a different target within range.
  • Chronal Shield. You add your proficiency bonus to your Armor Class until the beginning of your next turn.

Continuity Rift

At 15th level, when you hit a creature with a weapon attack, you can instantly open a rupture in spacetime to swallow the target. The creature disappears and falls through a realm outside of reality.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space.

It takes 8d8 psychic damage as it grapples with the mind-breaking experience. The target must succeed on an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or it acts randomly for 1 minute as if under the effects of the confusion spell. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

Temporal Warrior

Starting at 18th level, you can momentarily step outside of time to attack your foes. As an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect works like the time stop spell, except you can make one attack on each of your turns without ending the effect. Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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