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Chronopath Talent
Fumble- STR
- 8 (-1)
- DEX
- 12 (+1)
- CON
- 14 (+2)
- INT
- 16 (+3)
- WIS
- 12 (+1)
- CHA
- 10 (+0)
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 13):
At will: illuminator, shared thoughts
3/day each: extinguish, read object
1/day each: memory gap, restore the past
Actions
rp +5 to hit, range 120 ft., one target. Hit: 10 (3d6) 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).
Bonus Actions
The chronopath chooses a creature within 30 feet of them, which must succeed on a DC 13 Constitution saving throw or take 7 (3d4) 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.