Twist Time to Always Strike First
Bullets are already faster than the naked eye can follow, so is temporal manipulation a little overkill? To that, Gunners of the Chronotrigger’s Creed say, “Maybe, but we’re doing it anyway!” Originating in the Timespun Sands, this Creed asks its adherents to be creative and unpredictable in combat, acting at unexpected times and subtly altering the flow of time to catch opponents off guard. In their wake, their foes are often left wondering not just what happened, but when it happened.
How did you start your journey as a Chronotrigger? Perhaps you were trained as an agent or enforcer by one of the Timespun Sands’ many chronomantic organisations, such as the Lemniscate or Horologist Orders, or a more nefarious group like the Cult of the Final Hour. Maybe encountering a paradox created by an irresponsible time traveler left you with an innate ability to control time. Or maybe you developed these skills through arduous training so you’d never be late for an appointment at high noon ever again. Whichever the case, you were left with incredible abilities and a lingering distaste for the concept of proper chronological order.
A good chronomancer always looks forward in time. A great Chronotrigger knows to look backward as well. You gain proficiency in the History skill, and it becomes an extra Lucky Skill for you, as per your Lucky Skill feature.
In addition, you can’t be surprised at the start of combat.
You can freeze your own momentum in time, preserving it for crucial moments. You learn unique ways to gain and spend Moxie.
Split Second. You gain 1 Moxie immediately after the second time you take a Reaction since the start of your last turn
Until Next Time. When a creature ends its turn within 60 feet of you, you can expend 1 Moxie as a special Reaction to send your momentum into the future. Choose an amount of Moxie up to half your maximum amount—you immediately expend that Moxie and record that amount. Once before you finish a Long Rest or take this special Reaction again, you can choose to gain Moxie equal to the recorded amount (no action required).
Acting in proper time is so boring. You much prefer interrupting your foes when they’re about to do something interesting. You gain access to a new firearm attachment: Timeflux Capacitor. You can have this attachment on only one firearm at a time, but it doesn’t count against your total number of attachments or the maximum attachments a firearm can hold.
When you take the Attack action, you can take the Ready action in place of one attack made using a firearm with this attachment. When you take the Ready action in this way, it can only be used to ready an attack using the firearm with this attachment.
A gentle press on the delicate scales of time is often just enough to tip them in your favour. When you roll Initiative, you can choose to take a penalty to your roll equal to your Dexterity modifier and give a willing creature you can see that is in the same combat a bonus to its Initiative roll equal to that penalty.
Alternatively, when you roll Initiative, you can impose a penalty to the Initiative roll of a willing creature you can see that is in the same combat equal to your Dexterity modifier, and gain a bonus to your Initiative roll equal to that penalty.
You can’t use this feature if you or the creature are Incapacitated.
Fast forward to your inevitable victory! When you use your Bullet Time feature, you gain the effect of the Haste spell for the duration without suffering the wave of lethargy that typically occurs when the effect ends.
Let’s see your foes dodge your attacks when the fabric of time around them has the consistency of molasses. When you hit a creature with the attack made as part of your Quickdraw feature, it must reroll Initiative and take the lower result. In addition, the creature makes a Wisdom saving throw with the DC equal to the result of your attack roll. On a failed save, the creature gains the effect of the Slow spell until the end of its next turn.
Such is your mastery over the flow of time that you can create a handful of extra seconds out of nothing— and a handful of seconds is often all you need. When you use your Adrenaline Rush feature, you can immediately take an extra turn, and the use of Bullet Time that this triggers lasts until the end of your extra turn instead of its normal duration.