The Tempus

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: The Tempus

Core Fantasy: The Tempus is an Intelligence-based Breaker who shapes turn order and outcomes by bending time around Gate fights. GGA trusts them to speed squads, slow threats, and fix critical mistakes when a Break run would otherwise fail.

Level 1 Features

Temporal Foresight (Level 1)
You read the first seconds of a fight before they happen.
Rules:

  • You add your Intelligence modifier to your initiative rolls, in addition to other modifiers.

  • While you are conscious, you cannot be surprised.

Chronal Focus (Level 1)
You lock your spells to stable points in time.
Rules:

  • You have advantage on Constitution saving throws that you make to maintain concentration on your class spells.

Level 3 Feature

E-Rank: Combat Timeline (Level 3)
At E-Rank, you set the opening seconds of a Gate battle for your squad.
Rules:

  • When you roll initiative, after you and your allies roll, you can choose one willing creature you can see and swap your initiative roll with that creature’s roll. Use the new values for the rest of the combat.

  • On the first round of combat, each ally who starts its turn within 30 feet of you and can see or hear you increases its walking speed by 10 feet until the end of that turn.

Level 7 Feature

D-Rank: Smooth Motion (Level 7)
At D-Rank, you move your team through cluttered spaces as if the field slowed down around them.
Rules:

  • You ignore nonmagical difficult terrain.

  • At the start of your turn, you can choose yourself or one willing creature you can see within 15 feet of you. The chosen creature ignores difficult terrain until the start of your next turn.

  • If the chosen creature already ignores difficult terrain, its walking speed instead increases by 5 feet until the start of your next turn.

Level 10 Feature

C-Rank: Spell-Weave Sequence (Level 10)
At C-Rank, you blend weapon strikes and time cantrips into one planned sequence.
Rules:

  • When you use your action on your turn to cast a cantrip from this class that targets at least one creature, you can make one weapon attack as part of the same action. This attack must target a creature affected by the cantrip or a creature within 5 feet of one of those creatures.

  • Alternatively, when you take the Attack action on your turn and make at least one weapon attack as part of that action, you can cast one cantrip from this class that has a casting time of 1 action in place of one of those attacks.

Level 13 Feature

B-Rank: Moment Rewind (Level 13)
At B-Rank, you can rewind a recent roll and force a different outcome.
Rules:

  • As an action, you choose one creature you can see within 30 feet of you.

  • You select one attack roll, ability check, or saving throw that creature made since the end of your last turn. That creature rerolls that roll.

  • The new result replaces the original result for all purposes. If this changes whether the roll hits or misses, or succeeds or fails, adjust any damage, conditions, or other effects caused by that roll to match the new result. The GM decides how to resolve any complicated cases.

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

Level 16 Feature

A-Rank: Temporal Safeguard (Level 16)
At A-Rank, you shield your squad from hostile time effects and fatigue during long Gate runs.
Rules:

  • You and friendly creatures of your choice within 30 feet of you have advantage on saving throws against effects that would reduce their speed, move them against their will, or limit their actions on their turn (including effects that would impose the paralyzed, stunned, or incapacitated conditions).

  • When you finish a short rest, you can choose a number of friendly creatures who rested with you, up to a maximum equal to your Intelligence modifier (minimum of one). Each chosen creature reduces its current level of exhaustion by 1, if it has any.

Level 20 Feature

S-Rank: Overwritten Fate (Level 20)
At S-Rank, you fix key outcomes in advance for the whole squad.
Rules:

  • As an action, you choose a number of creatures you can see within 60 feet of you, up to a maximum equal to your proficiency bonus. You can choose yourself.

  • For 1 minute, each chosen creature gains the following benefit: once during the duration, when it makes an attack roll, ability check, or saving throw, it can decide to treat the d20 roll as a 20 instead. The creature must decide to use this benefit after it rolls but before the outcome is known.

  • After a creature uses this benefit once, the effect ends for that creature.

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