Tempo Save DC = 8 + your proficiency bonus + your Charisma modifier.
You know three maneuvers:
- Quickstrike. When you take the Attack action, spend 1 Tempo Point to make a second attack as part of the same action.
- Gale Step. Spend 1 Tempo Point to Dash or Disengage as a bonus action. Your jump distance doubles this turn.
- Steel Tempest. When you take the Attack action, spend 1 Tempo Point to deal an additional proficiency bonus number of d8 force damage to the target on hit. As part of the same action, you may teleport up to 30 feet to an unoccupied space within 5 feet of a creature you can see.
- Graceful. While not wearing heavy armor, add your Charisma modifier to your AC.
- Windstrider. Your walking speed increases by 5 feet. You also ignore disadvantage on ranged attack rolls made while within 5 feet of a hostile creature.
- Mobile. You do not provoke opportunity attacks.
- Opportunistic. When a creature misses you with a melee attack, you can use your reaction to make a weapon attack against that creature.
- Combo. On your turn, when you score a critical hit with a weapon attack or reduce a creature to 0 hit points with one, you can make one weapon attack as a bonus action.
- Bloodthirst. The first time you deal damage on your turn, you regain hit points equal to your proficiency bonus.
- Savage. Before you make an attack with a weapon you’re proficient with, you can choose to take a –5 penalty to the attack roll. If the attack hits, you add +10 to its damage.
- Rhythm. When you spend a Tempo Point, roll a d20. On an 11 or higher, the Tempo Point is not expended.
When you fail a skill check, you can spend 1 Tempo Point to reroll it.
When you roll initiative, you can spend 1 Tempo Point. If you do, all allies who can see or hear you may reroll their initiative and keep the higher result.