{Steel Daggers}, Melee Weapon Attack, +5 to hit, 5ft. Range, Thrown (20/60 ft.), One Target. Dmg: 1d6(Piercing)+(Dex)

(Copy & Paste for Damage!)

!roll 1d6+3

{Finesse} - When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Weapon Properties

  • (WeaponArts_piercing_strike Piercing Strike) - As an bonus Action, you thrust your steel Dagger into the enemy, on hit they must roll a DC: 13 Constitution Saving Throw and be inflicted with Conditions_gaping_wounds Gaping Wounds for 2 Turns.
Base weapon Attack Roll. Can be used Once per Short Rest per Blade.
  • (🌟True Strike Riposte) - When a creature misses you with a Melee Attack, you may retaliate with a reaction and gain True Strike.
Recharge on Short Rest per Blade. Your Spellcasting Ability in this Context of the Spell would be Intelligence. True Strike Riposte doesn't proc Chrono Resonance .

{Chrono Resonance} - When you take the Attack action, you make two weapon attacks. Whenever Matthew hits with a basic attack or damaging Art, he applies one Temporal Mark to the target (max 3 stacks). Marks last until the end of the third turn order and refresh on new hits. When a target has three Marks, they’re all consumed to deal (Prof. Modifier)d4+(Int) FighterArts_light_element Force Damage.

(Riftstride) - Triggering the 3rd Temporal Mark immediately grants Matthew an extra bonus action, which can be used to Dash, Disengage, Hide, or make one dagger strike that deals an additional 1d6 FighterArts_light_element Force Damage till the end of his current turn.


Weapon Arts

{Passive} - Aspect of Time - As Matthew taps into his growing innate FighterArts_light_element Chronomancy Abilities to take down his opponents with Precise executions to seize the Future! Matthew is granted {16 Charges} to expend into your Weapon Arts. You can regain 1d4+1 Charges for every Takedown (Kills and Assist) on an enemy. You can also replenish 2d4+1 on a Short Rest or full upon completing a Long Rest.

Echo Strike

  • Cost: 2 Charges
  • Type: Bonus Action
  • Effect: (A) You conjure an ethereal echo of your Last melee strike. Make one additional melee weapon attack against an enemy. On-Hit, this echo deals additional 1d8 (FighterArts_light_element Force) damage to the enemy. If your original attack hit, this echo attack is made with advantage. If struck on the WeaponArts_art_side Side of the Target, the Crit Ratio for the echo strike is also lowered by 1 & the target must make a DC: 12 Constitution Saving Throw and be Inflicted with FighterArts_break Break. On a pass, the Target doesn’t get inflicted with Break.

    (Fractured Plane) (B) - If the target is Conditions_daze2 Stunned or FighterArts_launch Launched, you may consume the Condition to instead apply Conditions_burst Burst. That echo strike’s Crit ratio is also lowered by 2.

Attack A & B) (If assumed its a base damage roll it’s Echoing)

!roll 1d6+3+1d8

Any additional effects applied by the original attack are replicated at 50% potency as force damage. Any additional elemental damage type it originally had is converted to The Light Element.

Crown Splitter

  • Cost: 3 Charges
  • Type: Action
  • Effect: You vault into the air and execute a crossing slash on one creature within reach. On-hit, the enemy takes 2d6(Slashing)+6+2d4(FighterArts_light_element Force) damage and you immediately then bounce to an unoccupied space within 10ft of that target. If Struck on theArt_FrontFront of the Target, the enemy must make an DC:12 Strength Saving Throw to be also pushed back 10ft from the strike and be FighterArts_topple Prone until the end of it’s 2nd turn.

    (Daybreak) - If the target is under the FighterArts_launch Launch condition, consume it to instead inflict FighterArts_smash Smash, knocking the target prone on the ground- ending it’s Launch status.

(Copy & Paste for Damage!)

!roll 2d6+6+2d4

Allies in line of the creature being Flung back will be pushed aside to an unoccupied space within 5ft of them. Foes in line of the creature being Flung Back must also make an DC: 12 Strength Saving Throw to be pushed aside up to 10ft in an unoccupied space and be knocked Prone. Only Pushed up to 5ft aside on an pass.

Shattered Veil

  • Cost: 4 Charges
  • Type: Bonus Action
  • Range: Self
  • Target: Self
  • Duration: Concentration, up to 1 Minute
  • Effect: As you activate the Veil, time itself fractures around you, granting you +2 bonus to AC and advantage on Dexterity saving throws for the duration.

    While concentrating on Shattered Veil, you conjure 3 faint temporal echoes of yourself that surround you like a Broken Mirror; whenever you are hit by an attack, they must roll a 1d6; rolling on a 4–6, the attack instead strikes the echo instead, destroying the echo, and misses you.

    • Whenever an Echo gets destroyed, Matthew also gains an extra 1d8 FighterArts_wind_elementalThunder Damage on his next Melee Weapon Attack.
You can use your action to dismiss the Echoes. This Art Conflicts with Mirror Image & Blur Spells and can't be casted if either one is in effect on you. (Case by Case basis)

Timebound Remedial

  • Cost: 4 Charges

  • Type: Action FighterArts_heal

  • Range: 30ft

  • Effect: You rewind an wound of a creature of your choice within reach. They then heal 2d6+(Int) HP and are granted ♦️ Temporary Hit Points equal to half it’s Missing HP.


Combo Clarity Sheet

(Combo: A)

-={Start Turn}=-

  • Attack with Left Steel Dagger (1st Attack & 1 Stack of Temporal Mark)
  • Cast Echo Strike as an Bonus Action (2nd Attack & 2nd Stack of Temporal Mark)
  • Attack with Right Steel Dagger (3rd Attack & 3rd Stack of Temporal Mark & Immediately Procs the Bonus Damage from it)
  • Attack with Left Steel Dagger (4th Attack Rift Stride Melee Weapon Attack)

-={End Turn}=-