You have been around long before the predetermined end, or perhaps it was after the end's reconstruction? There is no real way to tell. All that is known is that you go by many names and various faces. You know just as much as anyone who has lived as long as you have. Who has studied various languages, arts, and skills along your path. Your proficiencies know no bounds and you are always ready to learn something new even if it cost something in return. Timeless as you are, your memory can decay and rot. You may even end up forgotten who you once were as you learn who you presently are.
- Skill Proficiencies: As a Timeless Wander you have the choice of gaining proficiency in all categories; however, should you choose this option you will gain the de-buff [Master of None] which means you will not gain advantage in any category and critical fails can cause a temporary -1 to any proficiency at the DMs discretion. If you decide not to be proficient in all categories than you may choose up to three categories.
- Tool Proficiencies: As a Timeless Wander you have the choice of knowing all Tools as well as how to use them; however, there is a chance you may mistake one tool for another which will ultimately end in a fail when you try to use the mistaken tool. Such is up to the DMs discretion and when called you may throw a saving roll for that specific tool type. (EX. Thief's toolbelt = Dex). If you choose not to walk that route then you may choose up to any five tool types.
- Languages: As a Timeless Wander you may choose to know all languages; should you do this you will receive the penalty of confusing languages that sound similar; at times. This is up to the DMs discretion. Do note that this can not occur within rapid succession. If you choose not to then you may choose up to four languages. The languages you gain from your racial and class abilities do not apply to this.
- Equipment: As a Timeless Wander you have come to learn of all types of Equipment and have come to utilize each type. Thanks to this you can adept on the fly; however, you only carry what you deem necessary.
Start with:
- Short sword
- Backpack
- Traveler's Clothes
Also whatever your classes starter equipment is.
Feature: Boundless Growth
You never stop studying, you never stop training, you believe there is always room for growth.
Upon every level up you may add +1 to each proficiency or you may roll a 1d20 to add +10 to any one proficiency of your choice. If you get 10 or lower you fail and gain -10 to any one proficiency of the DMs choice.
In addition to this as you continue to make use of your proficiencies you will gain a chance to increase the proficiency by 1. Ex. After 5 skill checks or save throws for Dex you are allowed to roll 1d20. If you get higher than 10 you succeed, if you fail than nothing happens. Keep in mind that the skill checks and save throw counter applies to that proficiency, you can not use this feat for 2Char and 3Dex it must be 5 of the same proficiency. You can use it for 5Char and 5Dex though. So if you just rolled for Dex and then you have a skill check for Char and that was your 5th check then you may use this feat for Char.
This Feat also applies to weapon usage. The more you use a weapon the more proficient you become with it. After winning at least 5 battles without changing your weapon type out you may throw 1d20. If you get 10 or lower you fail and nothing happens; however, if you get 11 or higher than may increase the damage of that weapon type by 1. Ex. You win a battle with daggers, and gain the +1 damage to that type, but you want a stronger dagger. You may use a stronger dagger and keep the +1 since the damage increase applies to that type of weapon. This applies to all other weapons.
Last but not least; Tool proficiency; upon using a specific tool at least three times you are allowed to negate/nullify the penalty for that tool proficiency once. If you choose not to know how to use all tools then you gain chance to keep your tool after use by rolling 1d20. If you get 10 or lower you fail, but if not then you succeed and get to keep your tool.
Spell List
The Timeless Wander may learn any spell provided they are able to do so.
Spell Level |
Spells |
Cantrip
|
acid splash, blade ward, booming blade, chill touch, control flames, create bonfire, dancing lights, druidcraft, eldritch blast, encode thoughts, fire bolt, friends, frostbite, green-flame blade, guidance, gust, lightning lure, mage hand, magic stone, mending, message, mind sliver, minor illusion, mold earth, poison spray, prestidigitation, produce flame, ray of frost, resistance, sacred flame, sapping sting, shape water, shillelagh, shocking grasp, spare the dying, sword burst, toll the dead, true strike, vicious mockery, word of radiance
|
1st
|
absorb elements, alarm, animal friendship, armor of agathys, bane, beast bond, bless, burning hands, catapult, cause fear, ceremony, chaos bolt, charm person, chromatic orb, color spray, command, compelled duel, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, dissonant whispers, distort value, divine favor, earth tremor, ensnaring strike, entangle, expeditious retreat, faerie fire, false life, feather fall, find familiar, floating disk, fog cloud, frost fingers, gift of alacrity, goodberry, grease, guiding bolt, healing word, hellish rebuke, heroism, hex, hideous laughter, hunter's mark, ice knife, identify, illusory script, inflict wounds, jump, longstrider, mage armor, magic missile, magnify gravity, purify food and drink, ray of sickness, sanctuary, searing smite, shield, shield of faith, silent image, sleep, snare, speak with animals, tasha's caustic brew, tasha's hideous laughter, tenser's floating disk, thunderous smite, thunderwave, unseen servant, witch bolt, wrathful smite
|
2nd
|
acid arrow, aganazzar's scorcher, aid, alter self, animal messenger, arcane lock, arcanist's magic aura, augury, barkskin, beast sense, blindness/deafness, blur, branding smite, calm emotions, cloud of daggers, continual flame, cordon of arrows, crown of madness, darkness, darkvision, detect thoughts, dragon's breath, dust devil, earthbind, enhance ability, enlarge/reduce, enthrall, find steed, find traps, flame blade, flaming sphere, flock of familiars, fortune's favor, gentle repose, gift of gab, gust of wind, healing spirit, heat metal, hold person, immovable object, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic mouth, maximilian's earthen grasp, melf's acid arrow, mind spike, mirror image, misty step, moonbeam, nystul's magic aura, pass without trace, phantasmal force, prayer of healing, protection from poison, ray of enfeeblement, rope trick, scorching ray, see invisibility, shadow blade, shatter, silence, skywrite, snilloc's snowball swarm, spider climb, spike growth, spiritual weapon, suggestion, summon beast, tasha's mind whip, warding bond, warding wind, web
|
3rd
|
animate dead, aura of vitality, beacon of hope, bestow curse, blinding smite, blink, call lightning, catnap, clairvoyance, conjure animals, conjure barrage, counterspell, create food and water, crusader's mantle, daylight, dispel magic, elemental weapon, enemies abound, erupting earth, fast friends, fear, feign death, fireball, flame arrows, fly, galder's tower, gaseous form, glyph of warding, haste, hunger of hadar, hypnotic pattern, incite greed, intellect fortress, leomund's tiny hut, life transference, lightning arrow, lightning bolt, magic circle, mass healing word, meld into stone, motivational speech, plant growth, protection from energy, pulse wave, remove curse, revivify, sleet storm, slow, speak with dead, speak with plants, spirit guardians, spirit shroud, stinking cloud, summon fey, summon lesser demons, summon shadowspawn, summon undead, thunder step, tidal wave, tiny hut, tiny servant, tongues, vampiric touch, wall of sand, wall of water, water walk, wind wall
|
4th
|
arcane eye, aura of life, aura of purity, banishment, black tentacles, blight, charm monster, compulsion, confusion, conjure minor elementals, conjure woodland beings, control water, death ward, dimension door, divination, dominate beast, elemental bane, evard's black tentacles, fabricate, faithful hound, find greater steed, fire shield, freedom of movement, galder's speedy courier, giant insect, grasping vine, gravity sinkhole, guardian of faith, guardian of nature, hallucinatory terrain, ice storm, leomund's secret chest, locate creature, mordenkainen's faithful hound, mordenkainen's private sanctum, otiluke's resilient sphere, polymorph, private sanctum, resilient sphere, secret chest, shadow of moil, sickening radiance, staggering smite, stone shape, stoneskin, storm sphere, summon aberration, summon construct, summon elemental, summon greater demon, vitriolic sphere, wall of fire, watery sphere
|
5th
|
animate objects, antilife shell, arcane hand, awaken, banishing smite, bigby's hand, circle of power, cloudkill, commune, commune with nature, cone of cold, conjure elemental, conjure volley, contact other plane, contagion, control winds, creation, danse macabre, dawn, destructive wave, dispel evil and good, dominate person, dream, enervation, far step, flame strike, geas, greater restoration, hallow, hold monster, holy weapon, immolation, infernal calling, insect plague, legend lore, maelstrom, mass cure wounds, mislead, modify memory, negative energy flood, passwall, planar binding, raise dead, rary's telepathic bond, reincarnate, scrying, seeming, skill empowerment, steel wind strike, swift quiver, synaptic static, telepathic bond, temporal shunt, transmute rock, tree stride, wall of force, wall of light, wall of stone, wrath of nature
|
6th
|
arcane gate, blade barrier, bones of the earth, chain lightning, circle of death, conjure fey, contingency, create homunculus, create undead, disintegrate, drawmij's instant summons, druid grove, eyebite, find the path, flesh to stone, forbiddance, freezing sphere, globe of invulnerability, gravity fissure, guards and wards, harm, heal, heroes' feast, instant summons, investiture of flame, investiture of ice, investiture of stone, magic jar, mass suggestion, mental prison, move earth, otiluke's freezing sphere, otto's irresistible dance, planar ally, primordial ward, scatter, sunbeam, tasha's otherworldly guise, tenser's transformation, true seeing, wall of ice, wall of thorns, wind walk, word of recall
|
7th
|
conjure celestial, [Tooltip Not Found], create magen, crown of stars, delayed blast fireball, divine word, dream of the blue veil, etherealness, finger of death, fire storm, forcecage, magnificent mansion, mordenkainen's magnificent mansion, mordenkainen's sword, plane shift, prismatic spray, project image, regenerate, resurrection, reverse gravity, sequester, simulacrum, symbol, teleport, temple of the gods, tether essence, whirlwind
|
8th
|
abi-dalzim's horrid wilting, animal shapes, antimagic field, antipathy/sympathy, clone, control weather, dark star, demiplane, dominate monster, earthquake, feeblemind, glibness, holy aura, illusory dragon, incendiary cloud, maddening darkness, mighty fortress, mind blank, reality break, telepathy, tsunami
|
9th
|
astral projection, blade of disaster, foresight, gate, imprisonment, invulnerability, mass heal, mass polymorph, meteor swarm, power word heal, power word kill, prismatic wall, psychic scream, ravenous void, shapechange, storm of vengeance, time ravage, time stop, true polymorph, true resurrection, weird, wish
|
Any and all spells are learnable and can bypass race/class restriction; however, this is only if they able to do so. They can not just magically learn the spell without some form of knowledge of such spell.
Suggested Characteristics
The Timeless Wander is wise; however, grim. They have seen much and know much and as such they tend to grow tired of seeing the same thing over and over such as war and deception. They will; if able to take note of such situations; often make comments about such. Ex. The Timeless Wander spots a rogue or sees their own party member who is a rogue pickpocketing an innocence, "I suppose your greed knows no bounds, cutpurse."
Contacts
Since the Timeless Wander goes by many names and various faces; they can be hard to track down. If someone who knows them does track them down they may bring up ordeals that the Timeless Wander had done be it Evil or Good. As such the Timeless Wander may either get coin or items from those who know them, or they may have a bounty upon their head and some may even come after the Timeless Wander for their own personal reasons. It merely depends on what the Timeless Wander is known for.
Depends entirely on the player's reputation. Are they Good, Evil, or Neutral? Have they done something terrible even though they are good or maybe they were Evil and ended up saving an innocence.
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