Chronokinetic Mutants manipulate time, trained in secret societies to master chronomancy and protect the timeline. Their skills ensure temporal integrity, preventing catastrophic misuse of time powers.
Players who love strategic gameplay will enjoy the Chronokinetic Mutant. Their ability to alter events provides a unique and dynamic playstyle, making them compelling protectors of the timeline with powerful, game-changing abilities.
1st Level Feature
At the start of initiative, you can swap your initiative with an ally. You have 30 feet of Ethereal vision. You gain immunity to being aged magically.
(Recharge 6) Choose one ally and one enemy. You decide their positions in the initiative order.
You can only use this feature once per round.
3rd Level Feature
Creatures that have not yet acted in the initiative order have a penalty to saving throws against your spells, and you gain a bonus to attack rolls against them equal to your (PM).
7th Level Feature
When you succeed on a saving throw, you can recharge Chronomancer’s Favor. You do not take half damage on a successful saving throw.
In addition, you can add your SM to your initiative.
9th Level Feature
When you switch initiative with an ally or enemy, they have a (PM) bonus or penalty to attack rolls, skill checks, and saving throws until the start of your next turn.
Additionally, as a reaction, you can swap places with a creature you can see within 60 feet of you. You take the attack or make the saving throw in their place.
12th Level Feature
Your spells reduce the movement speed of affected enemy creatures and increase the movement speed of affected allies by 5 x SM.
14th Level Feature
You can use your reaction twice per round.
17th Level Feature
As an action, choose one creature within 120 feet that you. As you manipulate the flow of reality, all levels of exhaustion affecting that creature are instantly removed, restoring their vitality as though they had never suffered.
You can use this feature once per long rest.
19th Level Feature
(Recharge 6) At the start of your turn, you can warp time reversing all damage dealt to allies within 60 feet of you this round.