teleport back to a previous position on the turn (without opp attacks)
pass through targets without being stopped
prevent anyone using reactions against them.
Maybe make the no reactions thing passive but have creatures make a wis save in order to take the reaction (like sanctuary does with attacks)
Str mod to init
Reaction to instantly move and protect ally (maybe taking damage self, or swapping places to take the attack themselves)
Dex bonuses
Reaction to hit someone before they hit you (potentially allowing you to prevent being hit if you kill/push them)
Features
Path of the Timebreaker
The laws of time are rigid and unmoving for even skilled mages, but with that rigidity comes brittleness. Where mages may attempt to subtly bend the laws of time, your focused fury can just break right through them. Exploiting these breaches, you can act in sequences that seem impossible to others, if they can even perceive them at all.
Shatter Instinct
Starting when you choose this path at 3rd level, you can bend or break the fabric of time to act sooner than you would otherwise. When you roll for initiative, you can add your Strength modifier to the result of the roll. You can only gain this benefit if you are raging or if enter your rage before doing anything else on your first turn.
Split Attack
Starting at 3rd level, you can briefly split yourself across the same point in time, attacking multiple enemies at once. Once per turn, when you hit a creature with a melee weapon attack, you can immediately make an additional melee attack against another creature within your reach. You must use the same weapon as you used for the first attack.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when your finish a short or long rest.
Currently this would allow multi opp attack, which I am tempted to just allowThis could have unlimited uses but be during rage only? and/or as a bonus action
Instantaneous Break
Starting at 6th level, your rage can break through the barriers of time, allowing you to finish tasks before others can even perceive you begin them. While raging, you can use a bonus action on your turn to prevent any creatures other than you taking reactions on the current turn. For this turn, you can also move through the space of other creatures, and it doesn't count as difficult terrain. If you end the turn in another creature's space, you are shunted to the last unoccupied space that you occupied, and both you and the creature take 1d8 force damage.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
Splintered Action
Starting at 10th level, you can use a bonus action to take the Dash, Grapple or Shove action.
Additionally, once during a turn in which you use this bonus action, you can teleport to an unoccupied space you can see within 60 feet and that you have occupied at some point on the current turn. If you are grappling a creature, it must make a Charisma saving throw or be teleported with you. The DC for this saving throw is equal to 8 + your proficiency bonus + your Strength modifier.
You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
I went with CHA because extraplanar stuff like banishment is CHA. However, vortex warp is CON. maybe it should reflect that instead
Preemptive Retaliation
Starting at 14th level, you can react to attacks by jumping back a few seconds to attack first. When a creature you can see within 10 feet of you targets you with an attack, you can use a reaction to make one melee weapon attack against that creature. The creature is considered within reach regardless of your reach, and the attack ignores half and three-quarters cover. On a hit, the creature suffers the attack's effects before it can continue its own attack.
Undecided Level / Discarded
Splintered Pounce
Starting at xth level, you can take the Dash action as a bonus action.
Additionally, once per turn, if you have taken the Dash action on the current turn, you can choose to teleport to an unoccupied space you can within 60 feet and that have occupied at some point on the current turn.
Splintered Pounce Alt
Starting at xth level, you can take the Dash action as a bonus action.
Additionally, as part of the same bonus action, you can choose to summon a temporal duplicate of yourself in an unoccupied space within 5 feet of you that lasts until the end of the current turn or until it takes damage from any source, after which it vanishes. You can command the duplicate to move up to a distance equal to your remaining movement (no action required). If you make a melee weapon attack, you can choose to have the attack originate from the duplicate's space rather than your own. You can summon a duplicate in this way a number of times equal to your proficiency bonus. You regain all expended uses at the end of a long rest.
Swift Reversal
Starting at xth level, you can act in a nonlinear fashion, with your action appearing to occur in the wrong order. When you end your turn, and you are not incapacitated, you can do one or more of the following.
You instantly transport to an unoccupied space you can within 60 feet and that have occupied at some point on the current turn.
Any items you threw, fired or dropped on the current turn, such as weapons and ammunition, return to your empty hand or appear on the ground next to you. You cannot use this effect on items that have been destroyed. Might be nice to work this one in somewhere anyway
Split Attack alt
Starting at 3rd level, you can wip. Once per turn, when you hit a creature with a melee weapon attack, you can strike them again at the same time. You can roll one of the weapon's damage dice one additional time and add it as extra damage to the hit.
limit in some way?
Instantaneous Break ALT
Starting at 6th level, while you are raging, you can use a bonus action to break through the barriers of time, allowing you to finish tasks before others can even perceive you begin them. Until the end of the current turn, any creatures who take reactions must first succeed on a Wisdom saving throw or the reaction fails. The DC for this saving throw is equal to 8 + your proficiency bonus + your Strength modifier.
In addition, until the end of the current turn, you can move through the space of another creature on the current turn, and it doesn't count as difficult terrain. If you end the turn in another creature's space, you are shunted to the last unoccupied space that you occupied, and both you and the creature take 1d8 force damage.
Reaction to hit someone before they hit you (potentially allowing you to prevent being hit if you kill/push them)
Features
Path of the Timebreaker
The laws of time are rigid and unmoving for even skilled mages, but with that rigidity comes brittleness. Where mages may attempt to subtly bend the laws of time, your focused fury can just break right through them. Exploiting these breaches, you can act in sequences that seem impossible to others, if they can even perceive them at all.
Shatter Instinct
Starting when you choose this path at 3rd level, you can bend or break the fabric of time to act sooner than you would otherwise. When you roll for initiative, you can add your Strength modifier to the result of the roll. You can only gain this benefit if you are raging or if enter your rage before doing anything else on your first turn.
Split Attack
Starting at 3rd level, you can briefly split yourself across the same point in time, attacking multiple enemies at once. Once per turn, when you hit a creature with a melee weapon attack, you can immediately make an additional melee attack against another creature within your reach. You must use the same weapon as you used for the first attack. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when your finish a
short or
long rest.Currently this would allow multi opp attack, which I am tempted to just allow
This could have unlimited uses but be during rage only? and/or as a bonus action
Instantaneous Break
Starting at 6th level, your rage can break through the barriers of time, allowing you to finish tasks before others can even perceive you begin them. While raging, you can use a bonus action on your turn to prevent any creatures other than you taking reactions on the current turn. For this turn, you can also move through the space of other creatures, and it doesn't count as difficult terrain. If you end the turn in another creature's space, you are shunted to the last unoccupied space that you occupied, and both you and the creature take 1d8 force damage. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
Splintered Action
Starting at 10th level, you can use a bonus action to take the Dash, Grapple or Shove action.
Additionally, once during a turn in which you use this bonus action, you can teleport to an unoccupied space you can see within 60 feet and that you have occupied at some point on the current turn. If you are grappling a creature, it must make a Charisma saving throw or be teleported with you. The DC for this saving throw is equal to 8 + your proficiency bonus + your Strength modifier. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
I went with CHA because extraplanar stuff like banishment is CHA. However, vortex warp is CON. maybe it should reflect that instead
Preemptive Retaliation
Starting at 14th level, you can react to attacks by jumping back a few seconds to attack first. When a creature you can see within 10 feet of you targets you with an attack, you can use a reaction to make one melee weapon attack against that creature. The creature is considered within reach regardless of your reach, and the attack ignores half and three-quarters cover. On a hit, the creature suffers the attack's effects before it can continue its own attack.
Undecided Level / Discarded
Splintered Pounce
Starting at xth level, you can take the Dash action as a bonus action.
Additionally, once per turn, if you have taken the Dash action on the current turn, you can choose to teleport to an unoccupied space you can within 60 feet and that have occupied at some point on the current turn.
Splintered Pounce
Alt
Starting at xth level, you can take the Dash action as a bonus action.
Additionally, as part of the same bonus action, you can choose to summon a temporal duplicate of yourself in an unoccupied space within 5 feet of you that lasts until the end of the current turn or until it takes damage from any source, after which it vanishes. You can command the duplicate to move up to a distance equal to your remaining movement (no action required). If you make a melee weapon attack, you can choose to have the attack originate from the duplicate's space rather than your own. You can summon a duplicate in this way a number of times equal to your proficiency bonus. You regain all expended uses at the end of a long rest.
Swift Reversal
Starting at xth level, you can act in a nonlinear fashion, with your action appearing to occur in the wrong order. When you end your turn, and you are not incapacitated, you can do one or more of the following.
Might be nice to work this one in somewhere anyway
Split Attack
alt
Starting at 3rd level, you can
wip
. Once per turn, when you hit a creature with a melee weapon attack, you can strike them again at the same time. You can roll one of the weapon's damage dice one additional time and add it as extra damage to the hit.limit in some way?
Instantaneous Break
ALT
Starting at 6th level, while you are raging, you can use a bonus action to break through the barriers of time, allowing you to finish tasks before others can even perceive you begin them. Until the end of the current turn, any creatures who take reactions must first succeed on a Wisdom saving throw or the reaction fails. The DC for this saving throw is equal to 8 + your proficiency bonus + your Strength modifier. In addition, until the end of the current turn, you can move through the space of another creature on the current turn, and it doesn't count as difficult terrain. If you end the turn in another creature's space, you are shunted to the last unoccupied space that you occupied, and both you and the creature take 1d8 force damage.