Chrono Knight (5e Subclass)
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A warrior clad in heavy plate mail stands in an open field, gazing at the horizon. He sees, off in the distance, a swarm of unnatural beings approaching. No matter; they will be no challenge for him. As they get closer, he slowly pulls out his weapon of choice- a lance, pulsating with yellow light. As they get closer and closer, almost on top of him, he snaps his fingers- and they all freeze. Underneath his heavy helmet, he grins and impales one of the creatures with his lance. It explodes in a burst of energy, and only then does it collapse to the ground. He does the same with the rest of the swarm, until, finally, his spell expires. The rest of the creatures see that half of their companions were slaughtered in what seemed to be milliseconds, so they flee. The knight took off his helmet, smiled, and slowly walked back to his town, satisfied to know they weren't coming back.
Chrono Knights are knights who belong to an ancient order of warriors dedicated to preserving the timeline of the Material Plane. They are dedicated to protecting the world from otherworldly threats, specifically ones that can disrupt the timeline. They learn how to manipulate the flow of time around them, slowing down enemies and speeding themselves up, to gain an advantage on the battlefield.
- Chrono Strike
You have learned one of the most basic Chrono Knight techniques- disrupting your opponent's time flow. Starting when you take this subclass at 3rd level, whenever you hit an opponent with a weapon attack, you can choose to disrupt their time flow. They take an extra 1d8 force damage, and their movement speed is decreased by 10 feet until the start of your next turn. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
The damage increases to 2d8 at 15th level.
- Hastened Mind
Starting at 7th level, your mind can see briefly into the future when needed, allowing you to get an edge at the beginning of combat. You gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of +1).
- Temporal Lock
Starting at 10th level, you learn how to lock a person in time. As an action, you can choose a creature within 60 feet of you to freeze. They must make a Wisdom saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a successful save, nothing happens. On a failed save, they become paralyzed, and all of their weapons and gear cannot be moved by any nonmagical means. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
- Body of Time
Starting at 15th level, your entire body is hastened due to your experience with time. You may cast the haste spell as an action on your turn, without requiring concentration. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
- Temporal Warp
At 18th level, you learn how to create a disturbance in the timestream to destroy your enemies. As an action, you can create a temporal rift within 120 feet of you. Every creature that starts their turn within 20 feet of the temporal rift or enters that space on their turn must make a Dexterity saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, they take 8d8 force damage, or half as much on a sucessful one. The rift lasts for 1 minute, or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.