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Chronopath

Chronopath

Chronopath.


Your awakened mind manipulates the flow of time, making it simply another dimension that all things move through. Unlike you, most creatures go in one direction through time, but you can look and wander back and forth, slow it down, speed it up, or make it stand still. Chronopaths are sometimes called time masters.


Level 2 Features:


Chronopathy Adept.


When you roll a manifestation die to learn a new chronopathy power, you can roll the die twice and use either roll.
In addition, after you make a manifestation test to manifest a chronopathy power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.


Rapid Manifestation.


You cause time around you to shift, speeding up the amount of time it takes to manifest a power. When you manifest a power, you can use this feature to shorten its manifestation time in any of the following ways:
-You manifest a power that normally requires a bonus action or a reaction (no action required). You can't cast a spell or manifest another power during the same turn, except for a cantrip with a casting time of 1 action or a 1st-order power with a manifestation time of 1 action.
-You use a bonus action to manifest a power that normally requires an action.
-You use an action to manifest a power that normally requires 1 minute.
-If a power has a manifestation time greater than 1 minute, you can manifest it in half its normal time.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest.


Level 6 Feature:


Decay.


You rapidly advance the age of objects with your mind, causing them to turn to dust. You can use an action to gain 1 strain while touching a mundane object not carried or worn by another creature. If the object is Medium or smaller, it disintegrates into a pile of dust. If the object is Large or bigger, you disintegrate a 5-foot-cubic portion of the object.
Additionally, while touching a Construct, you can use an action to gain strain up to your proficiency bonus. The Construct must make a Wisdom saving throw against your talent power save DC, taking 2d10 necrotic damage for each strain you gain on a failed save, or half as much damage on a successful one.


Level 10 Feature:


Fickle Readiness.


At the beginning of a fight, you bend time to your advantage. If you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn. You can also gain 1 strain to allow a surprised creature within 90 feet of you that you can see to act normally on their first turn.
Additionally, whenever you roll initiative, you can switch the initiative count of two creatures you can see within 90 feet of you that rolled initiative at the same time as you.


Level 14 Feature:


Time Pocket.


You temporarily remove a creature from space and time with your mind. As an action, you gain 3 strain and focus your mind on bending time around a creature you can see within 120 feet of you, which must make a Charisma saving throw against your talent power save DC. On a failed save, the creature takes 6d10 psychic damage and disappears, reappearing at the end of your turn 1d4 + 1 rounds later. The creature reappears in the space it previously occupied, or the nearest unoccupied space. On a success, the creature takes half as much damage and their speed is halved until the end of their next turn.





 

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