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Chronopath Master
Fumble- STR
- 8 (-1)
- DEX
- 16 (+3)
- CON
- 17 (+3)
- INT
- 20 (+5)
- WIS
- 13 (+1)
- CHA
- 10 (+0)
When the chronopath rolls initiative, they can switch the initiative count of two creatures they can see within 90 feet of them that rolled initiative at the same time as the chronopath.
In addition to the other powers in this stat block, the chronopath can manifest the following powers, using Intelligence as their manifestation ability (power save DC 17):
At will: illuminator, shared thoughts
3/day each: extinguish, penetrating sight, read object, read thoughts, stasis field
1/day each: memory gap, rejuvenate, restore the past, reveal the path
Actions
rp +9 to hit, range 120 ft., one target. Hit: 14 (4d6) force damage, and if the target is Large or smaller, they are pushed 5 feet away from the chronopath.
The chronopath gifts precognitive insight to up to three willing creatures within 30 feet of them that they can see.
For 1 minute, each time a target takes damage, the damage is reduced by 1d4 (minimum 0 damage).
The chronopath chooses up to three creatures they can see within 30 feet of them, each of which must make a DC 17 Wisdom saving throw. On a failed save, a target takes 36 (8d8) psychic damage and is frightened of the chronopath for 1 minute. On a success, a target takes half as much damage and is not frightened.
The chronopath alters time in a 40-foot cube within 120 feet of them. Whenever a creature starts their turn in the cube, the chronopath picks one of the following effects:
- Accelerate.
Until the start of the target's next turn, their speed is doubled, they have a +2 bonus to AC, and they have advantage on Dexterity saving throws. The target gains an additional action that can be used only to take the Attack action (one weapon attack only), the Cast a Spell action (cantrip only), the Manifest a Power action (1st-Order power only), or the Dash, Disengage, Hide, or Use an Object actions.
- Decelerate.
The target must succeed on a DC 17 Wisdom saving throw or suffer the following effects until the start of their next turn: their speed is halved, they have a -2 penalty to AC, they have disadvantage on Dexterity saving throws, and they can't use reactions. Additionally, the creature can take an action or a bonus action on their current turn, but not both, and can't make more than one attack regardless of features or magic items.
Bonus Actions
The chronopath chooses a creature within 30 feet of them, which must succeed on a DC 17 Constitution saving throw or take 10 (4d4) necrotic damage. The chronopath gains temporary hit points equal to the damage taken.
Reactions
When the chronopath or a creature they can see within 30 feet of them misses with an attack roll, the chronopath momentarily rewinds time. The attacker can reroll the attack and must use the new roll.