Base Class: Artificer
Time Meddlers are Artificers that manipulate the flow of time using various trinkets and gadgets. This allows them to pull things back and forth in time, accurately predict the future, and slow and fasten time in an instant. Some of them use this power to guard the multiverse or the flow of time, others use it to simply gain an advantage in their adventuring carreer.
Level 3: Tools of the trade
You gain the following benefits.
Tool Proficiency. You gain proficiency with tinkers Tools. If you already have this tool proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.
Bonus Proficiency. You gain proficiency in the history skill.
Wondrous Item Crafting. Your knowledge of the past and the future allows you to more easily craft unique inventions. When you craft a wondrous item, the amount of time required to craft it is halved.
Time Meddler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Time Meddler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| artificer Level | Spells |
|---|---|
| 3 | Identify, Feather Fall |
| 5 | Hold Person, Augury |
| 9 | Haste, Slow |
| 13 | Divination, Death Ward |
| 17 | Legend Lore, Hold Monster |
Level 3: Twist Time
You have learned to manipulate time in short intervalls. When a creature you can see within 60 feet of you ends its turn, you can take a reaction to move it either forward or backwards in time, as described below. You can use this feature a number of times equal to your intelligence modifier and regain all expended uses when you finish a long rest.
Forward. The creature can immediatly move up to its speed without provoking opportunity attacks. The creature appears to move at unnatural speed to other creatures during that movement.
Backwards. The creature must make a wisdom saving throw against your spell save DC or be teleported to an unoccupied space that it has occupied at some point during its previous turn.
Level 5: Improved Tinkering
Whenever you cast a spell using your Tinkers Tools as the Spellcasting Focus, you gain a bonus to one damage roll of the spell equal to your intelligence modifier.
In addition, you gain a bonus to innitative rolls equal to your intelligence modifier.
Level 9: Slow time
When a creature within 60 feet of yourself rolls for initiative, you can impose disadvantage on the roll.
In addition, when a creature makes an attack roll against you, you can force that creature to make a wisdom saving throw against your spell save DC. On a failed save, the creatures is stunned until the start of its next turn. While stunned, the creature has to repeat the saving throw at the end of every turn. On a success, the creature ends the stunned condition on itself and it can immediatly resume the attack against you if you are still within range of the attack. Once you use this feature, you can't do so again until you finish a short or long rest.
Level 15: Chronal Insight
You have developed a special insight into the workings of time. You gain the following benefits.
Bolstering Rush. When you allow a creature to move using the Forward option of your twist time feature, you can grant it temporary hit points equal to 2d10 plus your intelligence modifier.
Drag through time. When a creature fails its saving throw against the Backwards option of your twist time feature, you can deal force damage equal to 2d10 plus your artificer level to that creature.
Minor Foresight. You can cast Foresight without expending a spell slot, without preparing the spell, and without needing spell components. When you cast the spell in this way, its duration changes to 10 minutes and its casting time is one action. Once you use this benefit, you can’t use it again until you finish a Long Rest.
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