TimeBreaker (5e Class)

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<!-Introduction TimeBreaker->[edit]

Creating a TimeBreaker[edit]

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Quick Build

You can make a Battle Master quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the soldier background. Third, choose lots of weapons



Class Features

As a TimeBreaker you gain the following class features.

Hit Points

Hit Dice: 1d10 per TimeBreaker level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per TimeBreaker level after 1st

Proficiencies

Armor: Light armor, medium armor, shields, heavy armor.
Weapons: All weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two of the following: Arcana, athletics, deception, insight, intimidation, perception, persuasion, stealth, and survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The TimeBreaker

Level Proficiency
Bonus
Features Temporal energy
1st +2
2nd +2 1 + Intelligence modifier
3rd +2 1 + Intelligence modifier
4th +2 Ability Score Improvement 1 + Intelligence modifier
5th +3 2 + Intelligence modifier
6th +3 2 + Intelligence modifier
7th +3 2 + Intelligence modifier
8th +3 Ability Score Improvement 2 + Intelligence modifier
9th +4 3 + Intelligence modifier
10th +4 3 + Intelligence modifier
11th +4 4 + Intelligence modifier
12th +4 Ability Score Improvement 4 + Intelligence modifier
13th +5 4 + Intelligence modifier
14th +5 4 + Intelligence modifier
15th +5 5 + Intelligence modifier
16th +5 Ability Score Improvement 5 + Intelligence modifier
17th +6 6 + Intelligence modifier
18th +6 6 + Intelligence modifier
19th +6 Ability Score Improvement 6 + Intelligence modifier
20th +6 7 + Intelligence modifier

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Temporal distortion[edit]

at 1th level. a slight distortion in time is always present around your skin your AC is equal to 10 + Intelligence modifier + Constitution modifier, this benefit does not work with shields.

Temporal energy[edit]

At 2nd level, you gain a pool of temporal energy that can be used for a number of class features, you have a number of them equal to 1 + your Intelligence modifier

Temporal abilities[edit]

At 2nd level you have access to some temporal abilities that you can use by spending your temporal energy

time stop

With a bonus action you can spend 2 points of temporal energy to stop time and perform your action again, as in action surge

distortion

You spend 2 points of temporal energy when you take damage to receive half of it with your reaction

time wave

You spend 3 points of temporal energy and make a wave in the shape of a 20-foot cone from where you form, this wave causes 3d6 psychic damage and causes enemies to be stunned if they fail a Constitution save DC = 8 + Intelligence modifier + your proficiency

shoot

You spend 4 points of temporal energy and a bonus action to stop time briefly, during this stop you can only walk equal to three times your walking speed when finished you can no longer move on your turn of your own free will

temporal recovery

You spend 5 points of temporal energy and your bonus action to recover 2d6+ your timebreaker level of hit points

Time Stuff[edit]

At 3rd level, you discover more about how to use time to your advantage. Choose between temporal spear, time traveler and temporal wave that will grant you resources at 3rd, 7th, 10th, 15th and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th,8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra atack[edit]

at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

break time[edit]

sub option 1[edit]

<!-For subclasses introduce this class option here->

sub1

Pick one weapon to become your ressonante weapon. Your resonant weapon always has an active soul.



sub option 2[edit]

<!-Introduce this subclass here->

sub 2

Anytime you make an attack of opportunity you can burn a weapon soul to make a free attack with that weapon.




Back to Main Page5e HomebrewClasses<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes->