Base Class: Barbarian
Turn Rage into a Force Untethered by Time
Barbarians who follow the Path of the Timeless walk along the epicenter of what was, what is, and what could be. These Barbarians channel the raw power of Time into their Rage, using its chaotic and cosmic energy to fuel their attacks and subdue their foes.
Level 3: Timeless Rage
Anytime you enter a Rage, roll on the Timeless Rage table for an effect. The die used to roll for the effect changes based on your Barbarian level: a d4 at level 3, a d6 at level 6, a d8 at level 10, a d10 at level 14, and d12 at level 17. The effect rolled on the table lasts for the duration of the Rage. If you lose your Rage and re-enter it, you must roll for a new effect each time.
If your effect has a saving throw, the DC is equal to 8 + your Strength modifier + your Proficiency Bonus.
| Timeless Rage | |
|---|---|
| d12 | Effect |
| 1 | Accelerated Attack: You tap into the power of the time vortex, causing your body to move at incredible speeds. As part of the Bonus Action used to activate your Rage, and as a Bonus Action on later turns, you can make one additional attack. |
| 2 | Aura of Molasses: You force the sands of time around you to slow down, making it harder for your foes nearby to effectively protect themselves. Creatures of your choice that start or end their turn within 10 feet of you must make a Strength saving throw or have a penalty to their AC and Dexterity saving throws equal to your Rage Damage Bonus until the start of their next turn. A creature makes this saving throw only once per turn. |
| 3 | Chrono-Catalyst: You create an aura around you, time seemingly under your control. You gain a bonus to movement speed equal to 5 times your Rage Damage Bonus and you do not provoke attacks of opportunity. |
| 4 | Destructive Deceleration: You imbue the negative energy of the cosmos into your weapons. Each turn, whenever you land your first hit on a creature within 10 feet of you, they immediately have to make a Constitution saving throw. On a failure, their movement speed is halved and they cannot take reactions until the end of their next turn. This effect can only happen once per turn. |
| 5 | Echoes of Time: You pull other versions of yourself from different realities as Echoes of Time. You create a number of Time Echoes equal to your Rage Damage Bonus. These Echoes look exactly like you, mimicking your actions and shifting positions to make it impossible to keep track which one is real. Whenever a creature attempts to attack you, roll a d6. If you roll a 4 or higher, one of the Echoes is hit instead and vanishes. The Echoes otherwise ignore all other damage and effects. |
| 6 | Ephemeral Prophecy: You gain mystical insight into the near future. Roll a number of d20's equal to half your Rage Damage Bonus (rounded up) and record the numbers rolled. Whenever you or another creature you can see within 30 feet is about to make an attack roll, saving throw, or ability check, you can use your Reaction to use one of the foretelling rolls you rolled instead. You must choose to do so before the roll. Any foretelling rolls unused are lost when your Rage ends. |
| 7 | Event Horizon: Your attack creates a small black hole that you can force a creature into. As a Bonus Action after successfully landing an attack on another creature within 10 feet of you, you can force it to make a Charisma saving throw or be banished to a harmless pocket realm outside time and space. This effect lasts for 1 minute unless it ends early. While a creature is banished, and anytime you take damage, you must make a Constitution saving throw. The DC is either 10 or half the damage taken (whichever is greater). On a failure, the creature returns to the space it was last seen (or to the nearest available space if that one is currently occupied). The creature also returns if your Rage ends, or if you willingly bring them back (no Action required). Once you successfully used this effect, you cannot use it again during this Rage. |
| 8 | Reality Warp: You gain the ability to warp space-time and force creatures to move through it instantaneously. As part of the Bonus Action you took to start your Rage, and as a Bonus Action on later turns, you can force two creatures within 30 feet of you (including yourself) to swap places. Any unwilling creature must make a Constitution saving throw. If they succeed, the effect fails and nothing happens. |
| 9 | Scimitar of the Vortex: You invoke the power of the time vortex itself and create a tangible weapon out of its forceful energy. As a Bonus Action, you can create a weapon with the likeness of a scimitar. It counts as a melee weapon with which you are proficient. Whenever you land an attack with it, roll a number of d8's equal to your Rage Damage Bonus. The weapon deals Force damage equal to the total rolled plus your Strength modifier and Rage Damage Bonus. It also has the Light and Thrown weapon properties (range 20/60). If you don't have the weapon in your hand by the end of your turn, the weapon disappears. You can recreate the weapon as a Bonus Action on later turns. |
| 10 | Temporal Transference: In dire situations, you can rewind time in a minor yet effective way, but not without a cost. Whenever another creature you can see within 60 feet of you takes damage, you can take a Reaction to reverse their wounds, healing the damage they just took. Additionally, you grant them a number of Temporary Hit Points equal to your Barbarian level. However, you immediately take Force damage equal to half of what was negated from the other creature. This damage cannot be resisted or reduced in any way. If the target creature is under an effect that would immediately kill them, Temporal Transference does not work. You can use this effect a number of times equal to your Rage Damage Bonus. |
| 11 | Vision of the Fates: You have been gifted a momentary glimpse at everything that is or could be. For the duration of your Rage, you have Advantage on all attack rolls and saving throws you make, and other creatures have Disadvantage on attack rolls against you. As a Bonus Action on a later turn, you can forgo this benefit and instead gift it to a willing creature you can touch. Once you gift this effect, it cannot be undone or moved to another creature. Regardless of whoever is benefiting from this effect, the effect ends when your Rage ends. |
| 12 | Zenith of Time: You have become a Zenith of Time itself, your Rage giving you the ability to stop everything in its place. As an Action on any of your turns while you are Raging, you can activate this effect. Time stops completely except for you and any number of creatures of your choice within 60 feet of you, freezing everyone and everything else in place. This effect lasts for 1d4+1 rounds. This effect will end early if one of the actions used during this period, or any effects that are created during it, affects a creature frozen in time or an object being worn or carried by someone frozen in time. Immediately after time resumes again, your Rage ends and you gain 1 level of Exhaustion. After using this effect, you cannot gain this effect again until after a Long Rest. If you roll for this effect before then, ignore the result and roll for a different effect. |
Accelerated Attack (1)
Accelerated Attack: You tap into the power of the time vortex, causing your body to move at incredible speeds. As part of the Bonus Action used to activate your Rage, and as a Bonus Action on later turns, you can make one additional attack.
Aura of Molasses (2)
Aura of Molasses: You force the sands of time around you to slow down, making it harder for your foes nearby to effectively protect themselves. Creatures of your choice that start or end their turn within 10 feet of you must make a Strength saving throw or have a penalty to their AC and Dexterity saving throws equal to your Rage Damage Bonus until the start of their next turn. A creature makes this saving throw only once per turn.
Chrono-Catalyst (3)
Chrono-Catalyst: You create an aura around you, time seemingly under your control. You gain a bonus to movement speed equal to 5 times your Rage Damage Bonus and you do not provoke attacks of opportunity.
Destructive Deceleration (4)
Destructive Deceleration: You imbue the negative energy of the cosmos into your weapons. Each turn, whenever you land your first hit on a creature within 10 feet of you, they immediately have to make a Constitution saving throw. On a failure, their movement speed is halved and they cannot take reactions until the end of their next turn. This effect can only happen once per turn.
Echoes of Time (5)
Echoes of Time: You pull other versions of yourself from different realities as Echoes of Time. You create a number of Time Echoes equal to your Rage Damage Bonus. These Echoes look exactly like you, mimicking your actions and shifting positions to make it impossible to keep track which one is real. Whenever a creature attempts to attack you, roll a d6. If you roll a 4 or higher, one of the Echoes is hit instead and vanishes. The Echoes otherwise ignore all other damage and effects.
Ephemeral Prophecy (6)
Ephemeral Prophecy: You gain mystical insight into the near future. Roll a number of d20's equal to half your Rage Damage Bonus (rounded up) and record the numbers rolled. Whenever you or another creature you can see within 30 feet is about to make an attack roll, saving throw, or ability check, you can use your Reaction to use one of the foretelling rolls you rolled instead. You must choose to do so before the roll. Any foretelling rolls unused are lost when your Rage ends.
Event Horizon (7)
Event Horizon: Your attack creates a small black hole that you can force a creature into. As a Bonus Action after successfully landing an attack on another creature within 10 feet of you, you can force it to make a Charisma saving throw or be banished to a harmless pocket realm outside time and space. This effect lasts for 1 minute unless it ends early. While a creature is banished, and anytime you take damage, you must make a Constitution saving throw. The DC is either 10 or half the damage taken (whichever is greater). On a failure, the creature returns to the space it was last seen (or to the nearest available space if that one is currently occupied). The creature also returns if your Rage ends, or if you willingly bring them back (no Action required). Once you successfully used this effect, you cannot use it again during this Rage.
Reality Warp (8)
Reality Warp: You gain the ability to warp space-time and force creatures to move through it instantaneously. As part of the Bonus Action you took to start your Rage, and as a Bonus Action on later turns, you can force two creatures within 30 feet of you (including yourself) to swap places. Any unwilling creature must make a Constitution saving throw. If they succeed, the effect fails and nothing happens.
Scimitar of the Vortex (9)
Scimitar of the Vortex: You invoke the power of the time vortex itself and create a tangible weapon out of its forceful energy. As a Bonus Action, you can create a weapon with the likeness of a scimitar. It counts as a melee weapon with which you are proficient. Whenever you land an attack with it, roll a number of d8's equal to your Rage Damage Bonus. The weapon deals Force damage equal to the total rolled plus your Strength modifier and Rage Damage Bonus. It also has the Light and Thrown weapon properties (range 20/60). If you don't have the weapon in your hand by the end of your turn, the weapon disappears. You can recreate the weapon as a Bonus Action on later turns.
Temporal Transference (10)
Temporal Transference: In dire situations, you can rewind time in a minor yet effective way, but not without a cost. Whenever another creature you can see within 60 feet of you takes damage, you can take a Reaction to reverse their wounds, healing the damage they just took. Additionally, you grant them a number of Temporary Hit Points equal to your Barbarian level. However, you immediately take Force damage equal to half of what was negated from the other creature. This damage cannot be resisted or reduced in any way. If the target creature is under an effect that would immediately kill them, Temporal Transference does not work. You can use this effect a number of times equal to your Rage Damage Bonus.
Vision of the Fates (11)
Vision of the Fates: You have been gifted a momentary glimpse at everything that is or could be. For the duration of your Rage, you have Advantage on all attack rolls and saving throws you make, and other creatures have Disadvantage on attack rolls against you. As a Bonus Action on a later turn, you can forgo this benefit and instead gift it to a willing creature you can touch. Once you gift this effect, it cannot be undone or moved to another creature. Regardless of whoever is benefiting from this effect, the effect ends when your Rage ends.
Zenith of Time (12)
Zenith of Time: You have become a Zenith of Time itself, your Rage giving you the ability to stop everything in its place. As an Action on any of your turns while you are Raging, you can activate this effect. Time stops completely except for you and any number of creatures of your choice within 60 feet of you, freezing everyone and everything else in place. This effect lasts for 1d4+1 rounds. This effect will end early if one of the actions used during this period, or any effects that are created during it, affects a creature frozen in time or an object being worn or carried by someone frozen in time. Immediately after time resumes again, your Rage ends and you gain 1 level of Exhaustion. After using this effect, you cannot gain this effect again until after a Long Rest. If you roll for this effect before then, ignore the result and roll for a different effect.
Level 6: Gift of the Hourglass
Whenever you activate your Reckless Attack class feature, you gain a bonus to your AC and saving throws equal to your Rage Damage Bonus that lasts until the start of your next turn.
If you currently have Gift of the Hourglass activated and a creature that you can see within 60 feet of you is subjected to an attack or spell effect that requires a saving throw, you can use a Reaction to forgo the benefits of this feature and instead give it to that creature instead.
Level 10: Avatar of Time
Your control over time has strengthened, allowing you to tap into its power more effectively and effortlessly. Whenever you roll on the Timeless Rage table, roll two dice instead of one. You gain the benefits of both effects simultaneously. If you roll the same number on both dice, you gain the benefit of the effect rolled and can choose a second effect from any of the other effects available at your current level.
Level 14: Rewrite Reality
The power of your Rage grants you a momentary ability to rewrite reality in the hopes of creating a more favorable outcome. Whenever you fail an ability check or saving throw, you can expend a use of your Rage and re-roll the ability check or saving throw. When you do, you can add a bonus to your new roll equal to your Rage Damage Bonus. You must use the new roll. If you still fail your ability check or saving throw, your Rage is not expended.
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