Base Class: Warlock
Your patron is a being of far beyond the material plane, one who watches over the flow of time, who acts as judge and jury to those who break the laws of the universe.
The executioners however, are selected individuals from across the planes who they deem worthy. These warlocks may be keepers of knowledge, the eyes and ears of the Timekeeper, or those who are sent to hunt who would bend the flow of time to their will.
Often they come into this service when on death's door, crying out for more time, that they were taken too soon. The Timekeeper stays their flow, keeping them on this earth and granting them years beyond their own.
Timekeeper Quirks
The stress of forming a pact can affect a creature's mannerisms. At your option, you can pick from or roll on the Pendulum Quirks table to create a quirk for your character.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
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5th |
Turn Back The Clock
At 1st level, you learn how to reverse the flow of time and switch timelines. As a reaction to taking damage you can instead ignore the damage and teleport to an unoccupied space within 30ft. of you.
You can use this feature a number of times equal to double your charisma modifier per short or long rest.
Timekeeper's Insight
At 6th level, your patron gives you glimpses of the future to guide you on your path. When you finish a long rest, roll a number of d20s equal to your charisma modifier and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll used can only be used once, after that you cannot use the same dice for a roll again.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Temporal Halt
Starting at 10th level, when you or a friendly creature within 60ft of you is the target of an attack, you can use your reaction to force the attacking creature to make a Charisma saving throw against your spell DC. On a failed save, the creature is paralyzed until the end of your next turn. On a successful save, the attack has disadvantage on all attack rolls until the end of your next turn. Alternatively, when you roll a Strength or Dexterity saving throw, you may use this feature to gain advantage on the saving throw. Once you use this feature, you can’t use it again until you finish a short or long rest.
Specifics of Paralyse
- A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
One With the Timestream
At 14th level, you can use one of these options to cast as an action. You can use one of these features per long rest
Time In a Bottle
You can cast the Time Stop spell without expending a spell slot and can have a number of creatures equal to your charisma modifier+your proficiency bonus unfrozen with you. After this you gain one level of exhaustion.
Time Heals All Wounds
You can cast Mass Cure Wounds at 9th level without a material component or spell slot. After this you gain 1 level of exhaustion.
Weathered With Age
You can cast the disintegrate spell at 9th level. After this you gain 1 level of exhaustion.
Previous Versions
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3/18/2020 7:51:05 PM
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