First of all, I want to say that I like this class.
I was worried that it would be a weird clone of Psyshot or Temporal Warden, and it's not either of those things.
I love Touch of Atropos, and wish that idea were more central to the class.
Touch of Clotho is really well done.
Displacement is amazing.
Chrono Nova is an interesting use of Paradox.
On the other handThis class has a gun but it only has 1 and a half shooting talents.
This class has a dagger but it only has 1 dagger attack talent.
This class has tinkers but your signature ability require you not to tinker your dagger.
This class has spell attacks but their cooldowns are all kinda long.
This is all a little awkward.
Fate Manipulation is most of Fate Weaving, but with Contingency. Which is a good combination, keeps interesting parts of those trees, but I feel like it could still stand to be more different. The first talent in particular, since there's no longer a whole tree interacting with Spin, seems out of place.
Quantum Mortar hits a random amount of time for random types of damage and status effects, and its damage is high but I think not high enough given the randomness. I would limit it to a handful, maybe Time Slow / Fire Stun / Physical Bleed?
Love Charge Powercell as a system, but given that Charge Powercell itself has a cooldown, I would make the cooldown of all the Future Relics low or zero. I think you might even be able to remove Charge Powercell's cooldown, and make Steam the only limit on using the relics.
Another thing, if you can figure the trouble of implementing it, is make Charge Powercell be '30 steam => 1 cell' and castable any number of times in a single turn.
Damage Types are all over.
You've got Physical shots, Physical knives, Time, Timeburn, Poison, Bleed, whatever seeping Darkness is, Blight, Disease, and Acid on the pets, Light on the relic.
And there's no Hex for reducing Blight resistance, for some reason?
I suggest consolidating this so that most of the special attacks are Temporal, with a bit of fire and maybe one additional type across the clockwork pets.
I suggest consolidating the Hexes similarly. Maybe something like:
- Mortality: Lowers all resistances. Inevitability: Adds damage
- Frailty: Lowers status resistance. Inevitability: Adds stun
- Dread: Lowers saves. Inevitability: Adds fear effects