The Timesplitter "Here's the thing about time: if you can't make the most out of any given moment, then you don't deserve a single extra second." Art: Project Pyke, by Bo Chen (title page) Titansgrave - Lemley, by Rayden Chen (page 1)

Ekko: Seconds, by Riot Games (page 3)

Ekko, by Chen Wang (page 5) Vanquish Wallpaper, by DanteArtWallpapers (page 6)



Timesplitter Turning into a dingey alleyway to escape her pursuers, a young human blinks through space and time to dodge and duck through obstacles and make their escape. Swarms of patrol bots set to kill are frozen in time as a hulking, orcish thug clobbers them to pieces. A seemingly ageless elf watches as the world around him crumbles, his allies are being torn apart by the monster they set out to destroy. He assesses his surroundings and sighs, for the thousandth time. Timesplitters are manipulators of time and space, they use a piece of technology called a chrono-regulator to bend the flow of time to their will. Owning this technology outside of military bounds is outlawed and authorities will go out of their way to hunt down the source of any Chronomancy that is detected. The technology is particularly popular among criminals, and even occasionally a prodigious street rat will be able to harness the power of a chrono-regulator. Cheap Tech The technology that chrono-regulator uses, while complex, is incredibly cheap to make. This is why it's so accessible to anyone who knows how the gadget works. The only reason not every person and their grandma has one is that it's so militantly regulated by the authorities. So much so that other crimes have started to fly under the radar, unless of course they involve the use of chronomancy. The level at which these are regulated even causes organized crime gangs to stear away from their use. However, this will not stop them from hiring out people who aren't afraid to use the tech. Regulator Dependant While most of the power that a Timesplitter has access to relies on whether or not they're in possession of their chrono-regulator, they're still able to use some of their abilities, as frequent use of the chrono-regulator tends to have a lasting effect on their physical form. Though the core functions of the chrono-regulator, like blinking and chronomancy, are impossible without use of the device itself. The functions of the device are powered by the most valuable currency: time. The chrono-regulator generates time and stores it inside of it, then the wielder can manipulate the stored time to their will. A chrono-regulator is to a timesplitter what a spelldeck is to a wizard. Creating a Timesplitter When creating a timesplitter, consider their origins. Not just where they came from, but also how they came into possession of their chrono-regulator. Maybe you're a former military policeman on a special task force before you saw the corruption and decided to defect. What was it you witnessed? or maybe your defection was more selfish, you just wanted a chrono-rebulator and came up with a plan to dropp off the grid before you defected. Maybe you were sold it by someone who was just trying really hard to get rid of it. Why did that guy shove it in your grasp and take any money you offered? how did you manage to figure out how it works? Did coming into possession of it dramatically change your life? or have you managed to keep the secret well hidden? Maybe you were a street rat who grew to be a criminal for hire. Did you steal this regulator? or did you make it yourself when you were young? A Timesplitter can come from many walks of life, but being in possession of a chrono-regulator puts many of them in the same boat, not only are the military police hunting down those utilizing htem, but there's a high bounty on anyone who's a known user of the technology. Meaning even civillians might be willing to turn in even the nicest Timesplitter for the promise of riches. Quick Build You can make a Timesplitter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Strength or Dexterity, depending on what kind of weapon you prefer to use. Second, choose the Criminal background. Third, Choose the Eldritch Blast and Guidance cantrips, followed by the 1st-level spells Guiding Bolt and Feather Fall. 1

The Timesplitter Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th Chronobreaks 1st +2 Chrono-regulator, Chronomancy 2 2 2 ─ ─ ─ ─ ─ 2nd +2 Chronobreaks 2 3 2 ─ ─ ─ ─ 2 3rd +2 Regulator Focus 2 3 3 ─ ─ ─ ─ 3 4th +2 Ability Score Improvement 2 4 3 ─ ─ ─ ─ 4 5th +3 Extra Attack 2 4 4 2 ─ ─ ─ 5 6th +3 Regulator Focus Feature 2 5 4 2 ─ ─ ─ 6 7th +3 Overdrive 2 5 4 3 ─ ─ ─ 7 8th +3 Ability Score Improvement 2 6 4 3 ─ ─ ─ 8 9th +4 ─ 2 6 4 3 2 ─ ─ 9 10th +4 Regulator Focus Feature 3 7 4 3 2 ─ ─ 10 11th +4 Phase 3 7 4 3 3 ─ ─ 11 12th +4 Ability Score Improvement 3 8 4 3 3 ─ ─ 12 13th +5 ─ 3 8 4 3 3 1 ─ 13 14th +5 Regulator Focus Feature 4 9 4 3 3 1 ─ 14 15th +5 Stasis 4 9 4 3 3 2 ─ 15 16th +5 Ability Score Improvement 4 10 4 3 3 2 ─ 16 17th +6 ─ 4 10 4 3 3 3 1 17 18th +6 Time Lapse 4 11 4 3 3 3 1 18 19th +6 Ability Score Improvement 4 11 4 3 3 3 2 19 20th +6 Reset 4 12 4 3 3 3 2 20 Class Features As a Timesplitter, you gain the following class features Hit Points Hit Dice: 1d8 per Timesplitter level

1d8 per Timesplitter level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Timesplitter level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, battleaxe, longsword, shortsword, warhammer

Simple weapons, battleaxe, longsword, shortsword, warhammer Tools: Tinkerer's Tools Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose three from Acrobatics, Athletics, Arcana, Investigation, Perception, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:

Choose three from Acrobatics, Athletics, Arcana, Investigation, Perception, and Stealth You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a simple weapon or (b) two simple weapons

(a) leather armor or (b) chain shirt

(a) a burglar's pack or (b) an explorer's pack

a chrono-regulator and any simple weapon 2

Chrono-Regulator At 1st level, you've created a piece of equipment called a chrono-regulator. Your chrono-regulator holds magical energy in its core. During a short rest you can use your chrono-regulator to regain one spell slot of 3rd level or lower. You can not use this feature again until you finish a long rest. Chronomancy You are able to manipulate the magic stored in your chrono-regulator to a degree, allowing you to use it to cast spells. See chapter 10 of the Players Handbook for the general rules of spellcasting and page 6 of the document for the Timesplitter spell list. Regulator Reliant Your chrono-regulator is the spellcasting focus for your Timesplitter spells. Additionally, you can not cast spells of 1st-level or higher using the Chronomancy feature if you aren't in possession of your chrono-regulator. Cantrips (0-Level Spells) You have access to two cantrips of your choice from the Timesplitter spell list. You learn additional Timesplitter cantrips of your choice at higher levels, shown in the Cantrips Known column of the Timesplitter table. Spell Slots The Timesplitter table shows how many spell slots you have. The table also shows what the level of those slots are; all of your spell slots are the same level. To cast one of your Timesplitters spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots after completing a long rest. For example, if you know the 1st-level spell animal catapult and have a 1st-level and a 2nd-level spell slot available, you can cast catapult using either slot. Spells Known of 1st-Level and Higher At 1st level, you know two 1st-level spells of your choice from the Timesplitter spell list. The spells known column of the Timesplitter table shows when you learn more Timesplitter spells of your choice of 1st-level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 5th level, for example, you learn a new Timesplitter spell, which can be 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Timesplitter spells you know and replace it with another spell from the Timesplitter spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for Timesplitter spells, so use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Timesplitter spell you cast, and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + you Intelligence modifier Spell attack modifier = your proficiency bonus + your Intlligence modifier Chronobreaks You begin to understand the workings of your chrono-regulator, and harness that power using chronobreaks. The amount of chronobreaks you have is shown in the timesplitter table. At 2nd level, you can spend 2 chronobreaks once per turn to teleport up to 15 feet to an unoccupied space you can see. This increases by an additional 10 feet when you reach 5th, 9th, 13th, and 17th level. Chronobreaks are also used to fuel other timesplitter abilities, some of which require a saving throw. These abilities use the DC set by your Chronomancy feature. You regain expended chronobreaks after completing a long rest. Regulator Focus At 3rd level your tinkering and expertise with your chrono-regulator begins to focus down to a particular style. You choose one of the following: the Disruptor, or the Emulator, both of which are detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 10th, and 14th levels. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Overdrive At 7th level you manage to unlock some of the reastraints a chrono-regulator normally has. As a bonus action on your turn, you can expend a spell slot to create an amount of chronobreaks equal to twice the spell slots level. Phase Starting at 11th level, your position in time and space becomes somewhat distorted. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and have advantage on Dexterity saving throws. 3

Additionally, when you use your chronobreak features teleport, you don't have to see the location you're teleporting to. If you end up teleporting to an occupied space you are forced to the nearest unoccupied space and take take 1d6 force damage for every 5 feet you are forced. Stasis At 15th level your body becomes frozen in time. You no longer need to eat, drink or sleep and you can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. Additionally, your body stops aging, and you can not be aged magically. Time Lapse At 18th level you've managed to install breaks on your chrono-regulator. As an action you can spend 6 chronobreaks to cast the time stop spell. When you cast the spell in this way you can choose one creature within 30 feet of you to also act normally during the pause in time. The two of you are able to use actions that affect each other without ending the spell, Reset At 20th level you have mastered the chrono-regulator and are able to use it's time-shattering capabilities to its absolute limit. As a bonus action you can set the chrono-regulator to the current point in time. Until you finish a long rest you can use an action to activate the chrono-regulator, sending you all the way back to that point in time. You regain half of the hit points you lost during that time rounded down, half the chronobreaks you expended during that time rounded up, as well as any spell slots or overdrive spells used during that time. Only you and other creatures in possession of a chrono-regulator (as long as they were present) know what happened during the time that you reset. The ramifications of changing the future are up to the Dungeon Masters discretion, though a carefully planned out reset usually goes in the favor of the Timesplitter. Once a point in time has been set, you can not set another one until you finish a long rest. Regulator Focus As you learn more about what makes your chrono-regulator tick, you're able to access specific ways in which you can use it. There are two different ways in which you can unlock your regulators potential: the Disruptor focus, which allows for you to disrupt time and space to a minor extent in combat; and the Emulator focus, which unlocks the regulators potential for magic, as well as other unique abilities. The Disruptor The Disruptor has tapped into the chaotic energy of the regulator, making it a little more unstable. Despite the blatant disregard for safety, this does allow them to enhance their combat prowess. Disrupt Space When you choose this focus at 3rd level, You're able to phase your strikes into your opponents to force them from their space. On your turn, when you take the attack action, you can expend 1 chronobreak to enhance your attack. This attack does force damage on a hit and knocks creatures of size large or smaller 5 feet away from you. Additionally, your speed increases by 15 feet. Disrupt Tempo Starting at 6th level, you gain the ability to disrupt creatures in combat, making them freeze momentarily. When you hit a creature with a melee attack you can expend 2 chronobreaks to force them to make a constitution save against your chrono-regulator DC. On a failed save the target is stunned until the end of their next turn. 4

Tempo Shift Beginning at 10th level, you're able to move unnaturally quicker during combat, making it almost as though time moves slower for you. Once per turn you can expend 3 chronobreaks to take one additional action on top of your regular action and a possible bonus action. Additionally, the range of your chronobreak features teleport is increased by 15 feet. Meltdown At 14th level, you're able to overload your chrono-regulator and send it into meltdown. As an action on your turn you can expend 5 chronobreaks to teleport to an unoccupied space within 30 feet, forcing all creatures within 10 feet of the location to make a Dexterity saving throw. On a failed save they take 8d8 force damage and are knocked prone. On a succesful save they take half as much damage and are not knocked prone. You take half as much damage as you dealt. You must finish a short rest before using this ability again. The Emulator The Emulator focus attempts to hone in on controlling the chaotic energy of the regulator and making it more stable. This grants the Timesplitter greater control over their chronomancy and lets them borrow events from other timelines without destroying space and time. Chrono-Phantom Casting When you choose this focus at 3rd level, you learn to tap into alternate timelines, transporting spells you cast in other realities to your own. You can expend 1 chronobreak to cast a cantrip you know as a bonus action on your turn. Additionally, when you cast a cantrip that deals damage, you add your Intelligence modifier to the total. Stablized Chronomancy Starting at 6th level, your more stabilized chrono-regulator allows you to manipulate spells a little better than what you normally would. When you cast a spell of 4th-level or lower, you can expend up to 4 chronobreaks to cast the spell at a level equal to the amount of chronobreaks you expended instead of expending a spell slot. Additionally, when you cast a spell that affects other creatures, you can choose any amount of them to succeed on the saving throw, taking no damage if it the spell would normally deal damage. Modulate Timeline Beginning at 10th level, you learn to influence the event of your own timeline by stealing an event from another. As a reaction to a d20 being rolled, you can expend 3 chronobreaks and either add or subtract a d10 from the roll. You can use this feature after the d20 is rolled, but not before you know the result of the roll. Phantom Emulator At 14th level, you've become pretty familiar with how to borrow events from other timelines, and it no longer puts your mind under stress. When you cast a spell using the Stabilized Chronomancy feature that has concentration, you don't need to concentrate on it. Instead, a phantom from another timeline concentrates on the spell. While this phantom is concentrating on a spell you can not cast a spell using Stabilized Chronomancy that requires concentration. 5

The Resonator The Resonator focus sits somewhere in between chaos and control. Just enough chaos to be hard to catch, and just enough control to not blow up. Instead of disrupting timelines, or borrowing from multiple, the Resonator is consistently in two states of time at once. Chrono-Phantom Twin When you choose this focus at 3rd level, you create a link with a version of yourself that exists in another timeline. During a long rest you can calibrate your chrono-regulator to sync with another chrono-regulator belonging to an alternate timeline version of yourself. The alternate timeline version of yourself then appears within 30 feet of you as an illusionary chrono-phantom. The chrono-phantom has your armor class, your movement, half your maximum hit points, and shares any resistances you have. When you cast a spell, you can expend a chronobreak to channel it through the chrono-phantom, casting it as if you were in the same space it is. Additionally, you can use a bonus action on your turn to have the chrono-phantom move up to its speed in any direction, but it must remain within 90 feet of you. If the chrono-phantom takes damage you take half as much damage of the same type. Phantom Step At 6th level, you learn to manipulate the tether between you and your chrono-phantom. As a bonus action on your turn you can expend 2 chronobreaks to swap places with your chrono-phantom until the end of your turn. Addtionally, when your chrono-phantom uses their movement on your turn, it can use your shift feature by expending one of your chrono-breaks. Chrono Army Beginning at 10th level, you learn how to calibrate your chrono-regulator to a second alternate timeline. You gain another chrono-phantom that follows the same rules as the other. When you use a bonus action to let one of the move their speed, the other can also move their speed, as well as shift if they expend a chronobreak. Additonally, when you channel a spell you cast through one of your chrono-phantoms you can expend 2 additional chronobreaks to channel the spell through the other. Casting a concentration spell in this way breaks concentration immediately after it is cast. You can't do this again until you finish a short rest. Time Shatter Starting at 14th level, you learn that things don't always go to plan when messing with time. On your turn you can expend 4 chronobreaks to destroy one of your chrono-phantoms and take half of their maximum hit points as psychic damage. After you do this, actions, movement, and reactions that were used during your current turn are regained and you move to the space you started your turn on. Additionally, any damage that was dealt during your current turn is healed, and any conditions that were gained are removed. 6