Paradox Consortium

Pugilists of the Paradox Consortium fight like time is on their side, mostly because it is. They build and utilize equipment powered by their moxie to bend the flow of time, jump back in short bursts to de-canonize their mistakes, and accelerate localized time for themselves and others. To such a pugilist, navigating the wibbly wobbly, timey wimey stuff is just another Tuesday. If you mess with one, be prepared to get punched into next week...literally.

 

Level 3: Time Tinkerer

You gain proficiency with tinker’s tools and learn the mending cantrip if you don’t already have them. Intelligence is your spellcasting ability for the spell.

 

Level 3: Chronal Capacitor

You create a chronal capacitor harness that, when you wear it, grants you the following additional moxie features. If your chronal capacitor is ever lost or destroyed, you can spend 1 hour using tinker’s tools and 25 gp worth of metal, wires, and glass to create a new one.

Decelerate. You can briefly slow down time to observe the minutiae around you. You can use a bonus action and spend 1 moxie point to take the Help or Search action.

Fast Forward. You can use a bonus action and spend 1 moxie point to briefly accelerate time for a creature you touch. Until the end of that creature’s next turn, each of its speeds increases by 10 feet, it gains a +2 bonus to its AC, and it can use its bonus action to take the Disengage, Hide, or Use an Object action.

Rewind. When you fail an ability check or attack roll, you can use your reaction and spend 1 moxie point to rewind time to just before you made the roll. Reroll and use the new result.

 

Level 6: Magi-Technician

Your tinkering with your chronal capacitor has led you to experimentation with other technological techniques. You learn two artificer infusions of your choice from those available to the artificer class. For every two levels you have in this class, you count as having one artificer level for the purpose of meeting an infusion’s prerequisites.

When you finish a long rest, you can use tinker’s tools to imbue a nonmagical object with one of your infusions, turning it into a magic item. You must follow all of the other rules for infusing an item, and you can have up to two objects infused at any given time. When you gain a level in this class, you can replace one of the infusions you know with another infusion for which you meet the prerequisites.

 

Level 11: Wibbly Wobbly Wallop

When you hit a creature with an unarmed strike while wearing your chronal capacitor, you can spend 3 moxie points to attempt to knock it out of the timestream. The target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become magically lost between the boundaries of space-time for 1 minute.

While there, the target is incapacitated, can’t be affected by the attacks or effects of creatures other than itself, and can repeat the saving throw at the end of each of its turns. If it succeeds on the saving throw, if your chronal capacitor harness is destroyed, or if you lose concentration (as though concentrating on a spell), the target reappears in the space it left or in the nearest unoccupied space if its former space is occupied.

If the target doesn’t reappear before the full minute has elapsed, it reappears 7 days later in the space it left or in the nearest unoccupied space if that space is occupied, and you can’t use this feature again until you finish a long rest.

 

Level 17: Temporal Tag-Team

You can use an action while wearing your chronal capacitor to magically summon a future version of yourself to the present. This time clone appears in an unoccupied space of your choice within 30 feet of you. The time clone takes its turns immediately after yours, and you control it just as you would yourself. It has your statistics, hit points, racial traits, class features, and equipment, each treated as though the time clone has just finished a long rest at the next day’s dawn. The time clone disappears after 1 minute, if it is reduced to 0 hit points or dies, or if you die. The time clone immediately dies if it attempts to share future knowledge or use this feature, the paradox tearing it asunder.

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


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