Base Class: Wizard
A mystery artifact holding no records to describe it works in tandem with the magic you've been studying, and grants strange time-related abilities.
Temporal Attunement
At level 2, the artifact you found has become permanently bound to you, becoming your spell-casting focus. You gain temporal charge points, equal to your spellcasting ability modifier, regaining all spent charges on a long rest. You can expend one charge to add one of the following effects to a spell:
Hasten - When you cast a spell with a casting time of 1 action, you can choose to cast it as a bonus action instead. If you choose to do this, you also gain 10ft of movement speed to be used immediately before or immediately after casting the spell. Whilst you're using this extra movement, opportunity attacks have disadvantage against you.
Delay - When a creature succeeds on a saving throw from your spell, you can use your reaction to expend a charge and force them to reroll; they must use the new result.
Rewind - When you fail an intelligence-based ability, you can expend a charge to reroll it once, and you must use the new roll.
Temporal Reversal
From level 6, when a creature you can see within 60ft rolls for a D20 test, you can use your reaction to expend 2 temporal charges and force them to reroll; they must use the new result.
However, messing with time in this way can have some unintended backlash. When you use this feature, you must roll 1d6. If that roll is a 1, then you take psychic damage equating to 1d6 per level of your most recently cast spell.
Temporal Echo
From level 10, once per long rest, when you cast a spell of 1st level or higher, you can create a temporal echo of yourself. The echo remains in the same place you were when you cast it.
At the start of your next turn, you can choose to remain in your current position, or teleport to your echo's position. The echo disappears at the end of this turn, whether you teleport to it's location or not.
Additionally, starting at Level 15, making the choice to teleport to the echo's location gives you back any health points you lost in that turn.
Temporal Paradox
From level 14Once per long rest, when your or a creature you can see within 60ft would be reduced to 0 hit points, you can use your reaction to change the outcome.
The creature in question remains at 1 hit point, and any effects that have occurred since their most recent turn are reversed. However, this ability comes with a toll...
Temporal Cost 1 - you take one point of exhaustion 2 - you take 3d10 psychic damage 3 - you lose your bonus action and reaction on your next turn 4 - your speed becomes 0 until the end of your next turn 5 - you become blinded until the end of your next turn 6 - no penalty
Previous Versions
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10/3/2026 5:50:13 PM
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