The Clockbreaker
Ages ago, the universe was created with several fundamental principles. Space, Gravity, Energy, Matter, and Magic all have great power, but for many, the most formidable is Time. However, some say that time does not truly exist, but it is a construct of humanoid perception, something we chain ourselves to through the use of time-telling devices such as clocks and sundials. Those who follow the Clockbreaker archetype recognize that perception or reality, Time is something they can utilize to their advantage. For this reason, many Clockbreakers spend hours studying, watching, breaking, remaking, and attuning to these devices to better understand Time, whatever it may be, and better manipulate it to their ends.
Time Mechanic
3rd level Clockbreaker feature
At the 3rd level you're eyes become adept at looking through time and understanding clocks. You gain proficiency in the History skill and with tinker's tools if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Additionally, you have the ability to use this time sight to your advantage. You gain a bonus to your initiative equal to your Intelligence modifier.
Defensive Dilation
3rd level Clockbreaker feature
Also at 3rd level, you can quickly dilate time, causing your allies to move quicker and avoid attacks better. As a reaction when you or an ally within 15ft of you is targeted by an attack, you can roll a number of d4 equal to half your proficiency bonus. The target gains a bonus to their AC equal to the number rolled, until the start of their next turn. You may use this reaction a number of times equal to your Intelligence Modifier, and you regain expended uses when you take a Short or Long rest.
At 18th level, you can target a creature within 30ft of you.
Quick Tick
7th level Clockbreaker feature
When you reach 7th level, you learn how to speed time around yourself passively, allowing you to react quicker to danger. You gain proficiency in Dexterity Saving Throws. If you already have in Dexterity Saving Throws, you instead can add 1d4 to all Dexterity Saving Throws you make.
Additionally, as an action, you can accelerate time around yourself, allowing you to complete 1 hour of work a matter of seconds. This work can't effect any creatures other than yourself, or any object being worn or carried by another creature, and the activity must take place in a 10ft cube. For example, one could use this ability to quickly fix a clock, cook a meal, or write lengthy notes. Once you take this action, you can't do so again until you finish a Short Rest
Timeline Alteration
10th level Clockbreaker feature
At 10th level you get to choose a Timeline Alteration, representing a new focus in your control over time. Once you choose one, you can't change it until you level up in this class. The Alterations and their features are described bellow:
Your Resistance is Futile
You learn how to blip through time, making multiple attacks in mere seconds. When you take the additional action granted by your Action Surge ability, you can choose a number of creatures within 15ft of you equal to your Intelligence Modifier. You can then make a single attack against each of these targets. When one of these attacks hits, it deals an additional 2d10 Force damage, and the target's speed is halved until the end of your next turn.
At 18th level, you can target creature's within 30ft of you with this ability.
Click of the Crimson Clock
You are able to speed your own personal clock to make enemies blood run crimson. After you use the additional action granted by your Action Surge, you gain the benefits of the haste spell until the end of your next turn, with the exception that you do not suffer the wave of lethargy that spell causes after it ends.
In addition to this, the memory of these actions is erased from everyone's minds. For example, if you strike someone while this ability is active, they have no recollection of who hit them or where the attack came from.
Lastly, when this effect is over, you can choose to teleport up to 15ft to an unoccupied space you can see. When you hit 18th level, you can teleport up to 30ft instead.
Eyes of the Epitaph
You gain the ability to see into the future for a few crucial moments, giving you the upper hand in combat. After you take the additional action granted by your action surge, roll 1d20, and record the number rolled. Once until the end of your next turn, when a creature that you can see within 15ft of you makes an attack roll, saving throw, or skill check, you can force them to replace the roll with the number you recorded.
At 18th level, you can target a creature within 30ft of you that you can see with this ability.
Second Chance
15th level Clockbreaker feature
At 15th level you are able to isolate your own personal flow of time and reverse it for several crucial seconds.
When you use your second wind ability, you regain the maximum hit points possible instead of rolling, regain any expended resources used in your prior turn (with the exception of this use of second wind), and may teleport back to any space you occupied in the prior turn or the one in which you use this feature.
The World in the Palm of your Hand
18th level Clockbreaker feature
At the 18th level you've unlocked near mastery over time. As a bonus action on your turn, you can stop time until the end of your turn. While time is stopped, objects and creatures are frozen. A frozen creature is effectively paralyzed. You and objects you are holding, wearing, or carrying are not frozen by this ability. Any objects you grab with the intention to move are unfrozen. Any effects you create or attack rolls you make happen as normal while in this time stop.
Lastly, you are immune to any other effects that would freeze you in time. If such an effect is used around you, you keep moving as normal, ignoring any restraints such an effect would place.
Grinding time to a halt requires immense power. Once you use this ability, you can't do so again until you finish a Long Rest. Second Chance has no effect on this.
A Note from the Dungeon Master
The ability Second Chance allows for the rewind of the character using this subclass. When we say "expended resources", we mean anything used by the character. Thrown knives return back into their hands, arrows fly into their quiver, they regain their action surge, etc.