Nonei
Explorer
But to recap here is my list of hard PC concepts that I don't think you can do well in D&D, just to see how you do with it:
1) Speedster (by which I mean, large numbers of actions per turn, not merely 'runs fast')
2) Stops and/or Controls Time
3) Time Traveller
4) Single entity in large number of independent bodies (differs from the comparitively easy concept of a swarm in that the individuals need not stay in one place)
5) Metamorphs, and too a much less extent mental-morphs.
6) Any character based off a storybook character whose powers always scale such that they are just barely able to solve the problem, but never so much that the problem is solved easily. (Although IMO, Vancian spellcasting does a pretty decent job with this trope, as it provides for vast power and 'inexplicable' moments of weakness, but I know lots of players that disagree with this assessment.)
7) Precognition (including psuedo-science variates of this like Hari Seldon)
8) Characters with limitations imposed on them solely by story (cursed characters in fairy tales or ghost stories, for example, but also including characters that appear to have power that they consistantly refrain from using for reasons of their own, although again IMO, Vancian spellcasting does as good a job with this as anything. Gandalf is a 6th level M-U sort of thing.)
9) Characters that are mechanically witty or humerous or creative in a satisfying way.
And looking back over my list, I find I wasn't able to accomplish what I set out to do. Most of those are not hard to do mechanically. The problem with those is the side effects and game artifacts of those mechanics are generally undesirable.
You are right that many of these are harder on the coherence of the story than they are mechanically. I think, though, that is a great point. Anything that addresses mechanical issues should try to give suggestions for resolving potential story issues as well.
And, actually the speedster and the time stop/slow guy can be thought of in the same mechanics, since the speedster is really just slowing his perception of time so that he can accomplish more in the same time period.
The main issue with precognition or time travel is PC unpredictability. It would be impossible (without severe railroading) to have the PCs go back in time to complete a task that the definite result is already determined, or foresee something happening that relies on them doing something in particular. This would be especially true if the PCs had time travel mojo and were under complete control of hopping back and forth.
So resolving the paradoxes of time travel/future sight would have to be decided. One way to look at it would be simply they see/visit the most likely future, or that when they travel to the past if they change things, the future then changes as well and the 'old' future simply ceases to exist (a la Terminator). Since this is D&D, it's also possible that if they do screw up "the way it's supposed to be", that the god(s) of Fate intervene to try and set things right again with odd coincidences and luck.
Mechanically witty or humorous or creative in a satisfying way... well 'satisfying' of course depends on the individual. But, how about this:
Snappy comeback
Prerequisite: Cha 13
You have a knack for cracking people up at the opportune time. Times per day equal to Cha bonus. During a conversation with an NPC or creature, you may choose to re-roll a failed diplomacy check by using --insert witty remark here--. You must take the result of the second roll. A natural 1 on the re-roll means the joke fell flat and the creature takes personal offense to it (their attitude worsens by 2 steps temporarily).
Of course, 'temporarily' would need to be defined.
edited to add "temporarily"

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