The Imperium Primus 1-2
Prestiges 1-2: (works everywhere):
When you merged with the echo of the Emperor of Astravia, you gained access to a portion of his enhanced physiology and arcane power. While your physical vessel and spirit were unable to harness these powers before, the knowledge of ancient gene science and arcane technology of the Perpetual Project has enabled you to utilize these gifts without destroying yourself.
Exarch Physiology 1 - Your Intelligence score is set to 30. You cannot have or gain levels of exhaustion, spell strain, or similar effects. Any magic you see is coated in an aura that tells you what school it is, if any, and a source, if any. You can always identify what spell is being cast, and when it is being cast. Creatures can willingly fail saving throws against your spells and abilities. You gain a new resource called **Arcane Energy**. You can store a total amount of **Arcane Energy** equal to 100 multiplied by your prestige level. You regain all of your **Arcane Energy** on a long rest. Any features or abilities that would cause you to regain spell-slots or mana may cause you to regain **Arcane Energy** equal to the level of the spell-slot or amount of mana regained. You can spend **Arcane Energy** to cast spells by spending **Arcane Energy** equal to the spells level or higher if upcasting. Spells cast with **Arcane Energy** do not require components that lack a gold cost, are considered master-crafted, and can be cast and function in forms of no-magic zones and other forms of negation and suppression. You may cast Temporal Shunt by spending 1 Arcane Energy and in response to anything. It is always considered to be cast at the highest level you can cast. Its ranges and number of creatures you can shunt is multiplied by your prestige level.
Mastery of the Warp 2 - Your Chronal Shift, Boon of Fate, and abilities that allow you to reroll dice now work on die of any size and probabilities. You gain additional charges of these abilities equal to your Intelligence modifier that reset at the start of your turn. The first time you would reroll a die or probability each turn, you may add the roll instead of replacing it. Your Convergent Future now causes creatures to succeed or fail irregardless of the total result and may affect a number of creatures at once up to your Intelligence modifier. It also may make a roll succeed/failure even if there is no roll for success/failure or target for success/failure. You are immune to any negative effects that come from changes in timelines or time magic. You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
Cantrip. You cast a cantrip. You regain a reaction.
Revert (Costs 2 Actions). You revert to an earlier version of yourself. You regain hit points up to a maximum of 100 and removes any spells, conditions, effects, or abilities affecting you of your choice. You make take this legendary action even if you are under effects that prevent you from taking actions.
Arcane Invocation (Costs 3 Actions). You may cast spell.
The Timekeeper 3-4
Prestiges 3-4: (Works in native realm and realms where you have roots.):
The echo of Lukas trapped on Solaris was a dark one. A warlord who slaughtered planets not through pure might, but through insidious manipulations of world lines and use of ancient technologies. In absorbing this echo, you have learned some of these more esoteric arts for yourself. Perhaps you will put them to use in service of the realms rather than against them.
Time Skip 3 - You gain an additional number of reactions equal to your prestige level and all other allied creatures within 120 feet of you gain an additional reaction. Nothing can stop you and allies within 120 feet of you from taking a reaction. When you use a reaction, you may add up to +5 to your initiative. When you finish your turn, you can subtract 20 or more from your initiative. When you cast Glyph of Warding, you may instead send a spell forward in time to activate based on conditions you set within the next minute. Using Glyph of Warding this way does not require material components and spells cast this way do not require concentration and last their full duration. When you use your Momentary Stasis feature, its range is now 60 feet and the creature shunted out of the time stream to a special place. If you are under the effects of Temporal Shunt, you can speak to the creature.
Time Keeper's Domain 4 - As an action, you can conjure forth a field of arcane and temporal energies with a radius of 10 miles that acts as a lair. Creatures of your choice may use your **Arcane Energy** to cast spells instead of spell slots or other resources within the field. You may speak with all creatures within the field telepathically even if they are immune to telepathic communication and they may respond back. At the start of your turn, before any other effects occur, your lair may take one of the following actions
Temporal Rend. Up to a number of creatures equal to your Intelligence modifier take 10d6 force, necrotic, and psychic damage as parts of their mind, body, and soul are shunted off into the time stream.
Rewind. Up to two creatures in your lair have any number of effects of your choice purged from them as if the effects had never taken place.
Temporal Salvation. You or an ally that has died or been erased from existence within the last minute reappears in an unoccupied space within 5 feet of the space they left (or the nearest unoccupied space). They have a number of hit points equal to intelligence score + character level. If their hit point maximum is lower than the number of hit points they regain, their hit point maximum rises to a similar amount. If they have any levels of exhaustion, remove all levels of exhaustion. They also have all detrimental effects, conditions, and changes purged from them. Once a creature is revived this way, they cannot benefit from this feature until they complete a Long Rest
The Temporal Sage 5-6
Prestiges 5-6: (Works in certain parts of the native realm):
The wizened Sage was an echo born from eons spent in isolation wandering. A figure in search of redemption, atonement, and purpose, the Sage seeks to use his knowledge for the betterment of the realms. In absorbing this echo of yourself, you may draw upon his wisdom to aid your allies in their own personal quests.
The Sanctum 5 - Those on quests with you and Lukas themed quests, and within his P5+ areas may choose to transport themselves to your domain as though Word of Recall or Plane Shift were cast even in areas or under abilities that forbid teleportation or planar travel. You control the passage of time for creatures in your domain and creatures who you allow to enter your domain always arrive at their destination. A creature may also speak a prayer for safe transport to a location of their choice. Should you grant that prayer, a gate forged of psionic flames opens to that destination for one minute. For any other creature except you, they cannot use this ability again until 24 hours have passed.
If a creature would be erased via temporal paradox or other time effects within Lukas's P5+ areas, they may be plucked from the timeline and appear within Lukas's domain (possibly leaving the quest or realm locked, DM discretion). While within your P5+ areas, you can observe the timelines of any creature you are aware of. You can see their past, their present, and their possible futures.
The Sigilites 6 - A creature can choose to act as your agent on quests with you, on Lukas themed quests, or in P6+ areas. They become marked as a Sigilite for the duration of the quest. While serving as a Sigilite, they gain the following abilities. You also gain these abilities as well and additional enhancements to them.
Mind Ward. You gain immunity to psychic damage. Your mind cannot be read, your alignment cannot be determined, and you cannot be compelled to act against your will unless you allow it.
Enhancement: Creatures cannot effect, target, damage, or inflict hit point loss on you with abilities that impose mental saving throws or checks unless you allow it. If a creature attempts to do so without your permission, the ability fails and they are instead rent with psionic force. They must sacrifice a total number of spell-slots, charges, and resources equal to your Intelligence score.
Void Aegis. Once per turn when you would take damage or hit point loss, you may roll a d6. On a 5+, you take no damage or any effects associated with the damage or hit point loss.
Enhancement: This effect may trigger an unlimited number of times per turn and occurs on a 4+.
Arcane Gift. Once per round when a creature attempts to cast a spell within 60 feet of you, you may use your reaction to roll a spellcasting ability check with a DC of 10+the spells level. On a successful check, the spell is negated and the caster takes force d6 damage equal to the spell's level.
Enhancement: Your spells are considered to be an additional 3 levels higher for the purposes of upcasting. Your spells no longer require any components. You regain half your Arcane Energy at the start of your turn.
Previous Versions
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2/17/2025 12:47:56 AM
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20250216
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Coming Soon
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