Stasis Technician

"We have all the time in the world."

In a world where hyper-technology has made the seemingly impossible into the commonplace, chrono-manipulation is the outermost rim of the cutting edge. Still a burgeoning discipline, stasis technicians study the nature of time itself - how to slow it down, speed it up, and even stop it completely. Some in the field believe that it might even be possible to reverse time, effectively allowing "do-overs" for those with the right tech. At the moment, such theories remain only that.

Stasis Specialist

You can learn techs from the Quantum Theory and Stasis sub-specialties normally.

Chronal Shift

At 2nd level, you can exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended use when you finish a long rest.

Temporal Awareness

Starting at 2nd level, you can add your Intelligence modifier (minimum 0) to your initiative rolls.

Momentary Stasis

When you reach 6th level, as an action, you can force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your tech save DC. Unless the saving throw is a success, the creature is encased in a field of chronal energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Tech Abeyance

At 10th level, when you cast a tech using a tech slot of 4th level or lower, you can condense the tech's power into a stasis mote. The tech is frozen in time at the moment of casting and held within a gray stasis field for 1 hour. This mote is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and software damage. When the duration ends, or if the mote is destroyed, it vanishes in a flash of light, and the tech is lost.

A creature holding the bead can use its action to release the tech within, whereupon the mote disappears. The tech uses your tech attack bonus and save DC, and the tech treats the creature who released it as the caster for all other purposes.

Once you create a mote with this feature, you can't do so again until you finish a short or long rest.

Convergent Future

Starting at 14th level, you can peer through possible futures and pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

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