TEXT:  
  Ranger Archetypes 
  The ideal of the ranger can have many expressions. 
  Paradox Hunter 
  As a paradox hunter, you are a member of an elite force 
  educated in chronomancy, trained to hunt those that should 
  not be. Nothing can stop you from finishing your mark - 
  not even death. 
  Time Magic 
  When you select this archetype at 3rd level, your 
  spellcasting ability for your ranger spells becomes 
  Intelligence. You use your Intelligence modifier, rather 
  than your Wisdom modifier, when setting the saving throw 
  DC for a ranger spell you cast and when making an attack 
  roll with one. 
       You also gain access to additional spells at 3rd, 5th, 9th, 
  13th, and 15th level. You are always able to cast these 
  spells, and they do not count against your number of ranger 
  spells known. 
  Ranger Level 
  Spell 
  3rd 
  déjà vu 
  5th 
  time's arrow 
  9th 
  haste 
  13th 
  impressions of the past 
  15th 
  evasiveness 
  Retrocognitive Tracking 
  At 3rd level, you can track a creature by looking into the 
  past. When you make a Survival (Wisdom) to track a 
  creature, the DC increases by 5 for every three days since 
  the creature has passed, rather than each day. 
  Paradox Strike 
  At 3rd level, you can send attacks across timelines. When 
  you use the Attack action on your turn to make a weapon 
  attack, you can make a second attack against the target. The 
  attack originates from the location you were standing when 
  you began your last turn. If the target is out of range, there 
  is no line of sight to the target from this location, or other 
  conditions make this attack impossible, the attack misses. 
  You don’t add your ability modifier to the damage of this 
  bonus attack, unless that modifier is negative. 
   
   
   
   
  No Time to Bleed 
  By 7th level, you can delay damage to your body. When 
  you take damage from an attack, you can use your reaction 
  to instead take that damage at the end of your next turn. 
  Any conditions imposed by the attack are also delayed until 
  the time you take damage. 
  Precog’s Advantage 
  At 11th level, you can take a short glimpse into the future 
  to make decisions in combat. Once per turn when you make 
  an attack, you may instead make two attack rolls on two 
  separate creatures, then choose one. 
  Temporal Evasion 
  At 15th level as a reaction when you are attacked or are 
  targeted by a spell, you can defensively step forward in 
  time, vanishing completely. This attack or spell has no 
  effect on you. During the next round, you effectively do not 
  exist, and can't be perceived or targeted by effects. At the 
  beginning of your following turn, you reappear within 5 
  feet of where you vanished. After using this ability, you 
  must complete a short or long rest before using it again. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Paradox Hunter.pdf