At the end of times, the last great archwizard constructed a gargantuan magical pyramidal structure that floats low in the sky above the last bastion cities and townships. For on his world, Far Realm entities were bleeding into the landscape and unravelling existence as they knew it. The invading creatures were unable to be killed by traditional means nor destroyed permanently. The only way to stifle their advance and save the world was to imprison the extraplanar creatures in an infinite prison.
For twelve appointed champions, he crafted a Great Warblade enchanted to banish it's victims into the Infinite Pyramid Prison.
The lore of the Infinite Pyramid Prison speaks of a bygone world lost to antiquity. What is known however is that the floating Infinite Pyramid Prison may appear in any realm or reality like a doom-and-gloom obsidian monolith slowly rotating in the sky. Scattered across the multiverse are the Great Warblades which are enchanted to banish it's victims to the Infinite Pyramid Prison.
Any PC's who attempt to explore the Infinite Pyramid Prison realize a number of things:
Short of deity-level power, the walls of the pyramid are immune to damage, penetration, planar effects, and magic.
Teleportation and Planar magic does not work within the pyramid. Furthermore, items like bags of holding cease to function temporarily.
The only ways in or out are by:
Entry-only: Being a victim of the Great Warblade artifact
Entry-only: 20ft diameter hole on the underside floor of the pyramid.
Exit-only: A central chamber houses the only working teleportation mechanism to leave the Pyramid
and of course, Deific Intervention
The inside is larger than how it appears from the outside.
The interiors of the pyramid are a massive mazework of rooms and chambers like a chaotic dungeon crawl.
Each room is populated by a singular monster/creature that may come from any reaches of the multiverse creating an inadvertent menagerie of sorts.
Monsters struck by the Great Warblade artifact are imprisoned each in random 'rooms' for eternity.
Time is near meaningless within the Infinite Pyramid Prison and operates separately from the plane in which the Pyramid appears. Creatures imprisoned within rooms have no need to eat, breathe, or sleep. (NOTE: PCs and creatures who enter by the physical entrance still have the need to eat, breathe, and sleep)
Only deity level magic or a special ritual in the center of the Pyramid may free them.
While traditional doorways exists, imprisoned monsters are not able to see or pass through doorways! (From the PC's perspective, they may see monsters through an archway or beyond a door, but those monsters will not be able to sense or react to them)
Shifting rooms!
Whenever a wizard-marked door is opened or a Great Warblade artifact banishes a victim, anyone in the interior of the Infinite Pyramid Prison will hear grinding stone, all rooms and corridors move around except for the room/corridor they are leaving and the room/corridor they are entering. THIS effectively makes them LOST within the Infinite Pyramid Prison.
There are only two true exits from the pyramid, one is a physical hole at the base of the pyramid. The other is a central chamber with the only working teleportation magic within the pyramid prison. The dungeon crawl is generated with an online dungeon generator and reset with every trigger (wizard-marked door or Great Warblade artifact use). The DM should designate which door leads to the central chamber with every triggered 'reset'.
I hit writer's block big time with the inspirational options. My games are never high enough level to play things of this (apocalyptic) power level so I'm lost in the sauce on this one lol
I hit writer's block big time with the inspirational options. My games are never high enough level to play things of this (apocalyptic) power level so I'm lost in the sauce on this one lol
At the end of times, the last great archwizard constructed a gargantuan magical pyramidal structure that floats low in the sky above the last bastion cities and townships. For on his world, Far Realm entities were bleeding into the landscape and unravelling existence as its they knew it. The invading creatures were unable to be killed by traditional means nor destroyed permanently. The only way to stifle their advance and save the world was to imprison the extraplanar creatures in an infinite prison.
For twelve appointed champions, he crafted a Great Warblade enchanted to banish it's victims into the Infinite Pyramid Prison.
The lore of the Infinite Pyramid Prison speaks of a bygone world lost to antiquity. What is known however is that the floating Infinite Pyramid Prison may appear in any realm or reality like a doom-and-gloom obsidian monolith slowly rotating in the sky. Scattered across the multiverse are the Great Warblades which are enchanted to banish it's victims to the Infinite Pyramid Prison.
Any PC's who attempt to explore the Infinite Pyramid Prison realize a number of things:
Short of divine-level power, the walls of the pyramid are immune to damage, penetration, planar effects, and magic.
Teleportation and Planar magic does not work within the pyramid. Furthermore, items like bags of holding cease to function temporarily.
The only ways in or out are by:
Entry-only: Being a victim of the Great Warblade artifact
Entry-only: 20ft diameter hole on the underside floor of the pyramid.
Exit-only: A central chamber houses the only working teleportation mechanism to leave the Pyramid
and of course, Divine Intervention
The inside is larger than how it appears from the outside.
The interiors of the pyramid are a massive mazework of rooms and chambers like a chaotic dungeon crawl.
Each room is populated by a singular monster/creature that may come from any reaches of the multiverse creating an inadvertent menagerie of sorts.
Monsters struck by the Great Warblade artifact are imprisoned each in random 'rooms' for eternity.
Time is near meaningless within the Infinite Pyramid Prison and operates separately from the plane in which the Pyramid appears. Creatures imprisoned within rooms have no need to eat, breathe, or sleep. (NOTE: PCs and creatures who enter by the physical entrance still have the need to eat, breathe, and sleep)
Only divine level magic or a special ritual in the center of the Pyramid may free them.
While traditional doorways exists, trapped monsters are not able to see or pass through doorways!
Shifting rooms!
Whenever a wizard-marked door is opened or a Great Warblade artifact banishes a victim, anyone in the interior of the Infinite Pyramid Prison will hear grinding stone, all rooms and corridors move around except for the room/corridor they are leaving and the room/corridor they are entering. THIS effectively makes them LOST within the Infinite Pyramid Prison.
There are only two true exits from the pyramid, one is a physical hole at the base of the pyramid. The other is a central chamber with the only working teleportation magic within the pyramid prison. The dungeon crawl is generated with an online dungeon generator and reset with every trigger (wizard-marked door or Great Warblade artifact use). The DM should designate which door leads to the central chamber with every triggered 'reset'.
I love this! A couple things I noticed that should be corrected/changed (if you want):
The first link (to the great warblades) is broken. It gave the 404 error. Also, for every instance that you said "divine-level" I recommend replacing that with "deific". this would remove any confusion and reasoning that players might use to say that because their clerics spells are 'divine magic' that they could use them to escape.
This really is an inspirational option though! It gives the framework for an adventure, but allows the DM to add their own spin easily! well done!
I hit writer's block big time with the inspirational options. My games are never high enough level to play things of this (apocalyptic) power level so I'm lost in the sauce on this one lol
Just have a campaign at a higher level.
I've noticed that high level play isn't fun for most players, since combat takes multiple times as long for a single turn and roleplay interactions become less meaningful with powerful spells like modify memory and wish.
Also, running a high level campaign wouldn't help with this competition as submissions are due in 9 days. Definitely not enough to prepare a high level game, let alone play one.
This might be my favorite homebrew competition theme yet! I need to add EVERYONE'S creations!
@IamSposta the Time Raider is AWESOME...I added it to my collection and made an NPC right away. He's a soldier named Gordon who came from an alternate Eberron and his body was transformed into that of an Aetherborn during the Mourning.
Thank you! I genuinely appreciate your kind words and ringing endorsement. The version you added was the first version I entered into the contest, which doesn’t have the same 🔔s & 😗s (bells & whistles) as the most recently submitted version. I’ll be publishing the final version once the submission period is over and I know there is I’ll be no further alterations (so keep an eye out for that if you’re interested). Case in point:
Alrighty, so far, unless anyone else has any other suggestions I believe this might actually be the final version of my entry. Three of the features follow a similar progressive pattern as one another in regards to how many uses they get per long rest (Temporal Displacement, Stolen Moments, Split Second Timing), three follow a similar progressive pattern regarding uses per short rest (Overclocking, Turn Back the Clock, Strike Still the Clock), the rest are either always on or only once per long rest. Overclocking adds some substantial offensive capabilities, Turn Back the Clock should cause little to no headaches, and thus far nobody has offered any other feedback on any of the other features, or pointed out anything else that made them dislike it. I hope this pleases folks enough to let me win. Thanks all for your feedback! Enjoy:
Time Raiders have the ability to manipulate time itself to their own ends. They can mold and shape seconds as a potter shapes clay, compress hours into minutes, freeze a creature in time, and even steal time from those nearby. Those who use these powers to protect the timeline are known as Timekeepers, or Chronal Wardens, while those who use these powers for their own ends are known as Time Bandits. Whatever they call themselves their power is undeniable, and as inexorable as time itself.
Time Raider Features
FIGHTER LEVEL
FEATURE
3rd
Sense of Time, Temporal Displacement, Overclocking
7th
Turn Back the Clock, Stolen Moments
10th
Split Second Timing, Strike Still the Clock
15th
Temporal Respite
18th
Overtime
Saving Throws. Some of your subclass features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Temporal save DC = 8 + your proficiency bonus + your Wisdom modifier
Sense of Time
3rd-level Time Raider feature
You have an innate ability to sense the flow of time.
You always know precisely what time it is, and exactly how long until the next dawn and dusk, in any location you are familiar with on both your home plane of existence, and whichever plane you are on if it is different.
In addition, you can sense any effect that is altering the flow of time for a creature or location within 30 feet of you.
Temporal Displacement
3rd-level Time Raider feature
In combat, you can subtly shift a creature a fraction of a second in time to either give it an edge, or gain one over that creature.
As a bonus action you can attempt to manipulate the flow of time for yourself, or a single creature of your choice that you can see within 30 feet. An unwilling creature must succeed at a Charisma saving throw to resist this effect, otherwise it is affected in one of the following ways beginning next round:
Timestall. The creature’s Initiative count decreases by 1d4 until the end of combat.
Timeskip. The creature’s Initiative count increases by 1d4 until the end of combat.
You can use this feature 3 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 7th level (4 uses), 10th level (5 uses), 15th level (6 uses), and 18th level (7 uses).
The die size for this feature increments to d6 when you reach 10th level in this class. Starting at 15th level, whenever you use this feature on yourself you count as always having rolled the maximum result on the die.
Overclocking
3rd-level Time Raider feature
You can briefly place yourself inside a pocket of accelerated time.
As a bonus action you can double your speed until the end of your turn, and make a single weapon attack as part of the same bonus action. You can use this feature once, and regain the use of this feature whenever you finish a short or long rest. When you reach certain levels in this class you gain 1 additional use of this feature: at 10th level (2 uses), and 18th level (3 uses).
Starting at 7th level, this bonus action attack deals 1d4 additional damage on a hit. This additional damage die increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
Turn Back the Clock
7th-level Time Raider feature
You can unwind a moment in time for yourself to retake your steps, and possibly change the outcome of events.
Whenever you finish your turn you can rewind time for yourself. Your original turn is undone, your actions and movement are unspent, and you can immediately retake your turn.
Once you use this feature you cannot use it again until you finish a short or long rest. Starting at 15th level you can use this feature twice between rests.
Stolen Moments
7th-level Time Raider feature
You can steal precious seconds from another creature in combat.
As a bonus action you can choose a creature you can see within 30 feet to make a Charisma saving throw; a creature can choose to fail this save. On a failed save, both of the following effects take place:
That creature’s next turn only lasts 4 seconds instead of 6, and it cannot take either a bonus action or a reaction (your choice) until its following turn.
Your next turn lasts 8 seconds and you can take an additional bonus action or reaction (your choice) before the beginning of your following turn.
You can use this feature 2 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 10th level (3 uses), 15th level (4 uses), and 18th level (5 uses).
Split Second Timing
10th-level Time Raider feature
You can momentarily accelerate time for yourself, possibly causing a blow to miss you, that otherwise would have struck.
Whenever you are hit with an attack you can force your attacker to reroll the attack roll and your attacker must use the new roll. If the attack still hits and is a critical hit, it becomes a normal hit.
Once you use this feature you cannot use it again until you finish a long rest. When you reach certain levels in this class you gain an additional use of this feature: 15th (2 uses) and 18th level (3 uses). You can only use this feature once per attack.
Strike Still the Clock
10th-level Time Raider feature
You are able to momentarily suspend a creature in time, rendering it inanimate.
Whenever you hit a creature within 30 feet with a weapon attack, you can force it to make a Charisma saving throw. On a failed save it is petrified for a number of rounds equal to your Wisdom modifier (minimum 1). While petrified the target can repeat this saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.
Once you successfully use this feature you cannot use it again until you finish a short or long rest.
Temporal Respite
15th-level Time Raider feature
You can temporarily alter the flow of time around yourself so that an hour for you is mere minutes to the world.
Whenever you take a short rest you can alter the flow of time for yourself and up to 7 other creatures who take a short rest with you, allowing you all to complete a short rest in 10 minutes. A creature still counts as having spent a full 60 minutes during its rest. During this time you are incapacitated, but can spend hit dice (as normal). If a creature engages in activity that interrupts its rest (such as combat), it returns to the normal flow of time. This rest immediately ends if you drop to 0 Hit Points. Once you use this feature you cannot use it again until you finish a long rest.
Overtime
18th-level Time Raider feature
When a handful of seconds could change the world, you can find those extra seconds to spare.
At the end of your turn you can activate this feature, when you do you immediately take another turn after this one. Once you use this feature you cannot use it again until you finish a long rest.
I like this concept a lot, but in the spirit of feedback, a couple things.
First, there's a lot of ideas here and they're all good, but some of them should probably go. The double features at 7 and 10 give this guy more stuff than any other fighter subclass gets, and since nearly every feature scales, you're also getting other stuff too. Take a look at Rune Knight, for example. Several of its features are just upgrades of the earlier features, which Time Ravager has baked in as well as all the new features. I think centering the concept around 2 or 3 signature powers and upgrading them over time would better fit the 5e design aesthetic.
However as a source of inspiration, it's better as is just due to all the ideas here. Stripping it back to what it "should" be will make it feel lesser than it is and will probably negatively impact your votes for this competition, so I'd understand if you prefer to skip this advice. One other option would be to break these features into two subclasses. I think there's nearly enough content to do that.
The other thing that I feel might tighten it up is if you unified the scaling dice used in Overclocking and Temporal Displacement. It feels a bit over-complex to have two features with scaling dice (and scaling uses) that scale differently. Sure, the character sheet can handle all that for you but I think it's still a bit confusing. Plus having "time dice" or whatever could connect these features a bit more conceptually and put a face on the power this character has to manipulate time.
Thank you for the feedback, it is always appreciated. Yeah, I originally had less in there, but after feedback some features got revised (read nerfed), and other features were added to fill various holes in the subclass, and certain things started to scale in effect at higher levels to supplement Temporal Respite and Overtime since they each only have a single use…. So Strike Still the Clock was added to augment Split Second Timing at 10th since most campaigns end at 12th so this was like the “campaign capstone,” and after Stolen Moments and Turn Back the Clock both got nerfed, TBtC got moved from 3rd to 7th level to fill out that level and make room for Overclocking which was needed to fill the offensive hole in the subclass. After some playtesting, Overclocking needed some meat on its bones so the damage scaling was increased and the number of uses got scaled to make it more… well just more. So, the only reason this subclass has as many features as it does is because of feedback and playtesting. The original version was far more in keeping with… “The 5e Design Philosophy… ilosophy… osophy….” You can view it a few pages back.
I will say that, my biggest criticism of… “The 5e Design Philosophy… ilosophy… osophy…” (Does anyone else hear an echo in here?) …is that I feel it is too streamlined and simplified. I wish it was a little crunchier than it is. So I don’t mind that it has since diverged from “The 5e Design Philosophy… ilosophy… osophy….” •looks left, looks right, scratches head and shrugs• I think I like that it has some more going on with it now, as you wrote, as a source of inspiration. (Plus, as you pointed out, this is a competition after all, so I don’t mind farming for votes. 😏)
I do agree with your point regarding the two different features having different dice scaling. I think I’ll take your note and sync those up. That would bring it at least a little more in line with “The 5e Design Philosophy… ilosophy… osophy….” (Alright, that’s enough! Knock it off with the echoes, we get it already. Sheesh. Anyway, where was I? Oh yeah!) Thanks for pointing that out, I’ll get on it right away and repost later today provided that there are no further changes.
I hit writer's block big time with the inspirational options. My games are never high enough level to play things of this (apocalyptic) power level so I'm lost in the sauce on this one lol
Just have a campaign at a higher level.
I've noticed that high level play isn't fun for most players, since combat takes multiple times as long for a single turn and roleplay interactions become less meaningful with powerful spells like modify memory and wish.
Also, running a high level campaign wouldn't help with this competition as submissions are due in 9 days. Definitely not enough to prepare a high level game, let alone play one.
High level isn't fun for me either. I prefer Levels 1-12
For the Infinite Prison Pyramid...that is usable by any level. Just populate each room with appropriate challenges.
1) If you're revising an entry please try to update the your original post with the revisions so that the "Contestants" link on the OP remains valid. 2) Periodically check through the "Contestants" list to make sure that the correct link is associated with your work.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
1) If you're revising an entry please try to update the your original post with the revisions so that the "Contestants" link on the OP remains valid. 2) Periodically check through the "Contestants" list to make sure that the correct link is associated with your work.
This version still has the issue I pointed out earlier with the clunky scaling of the number of uses I pointed out earlier, but otherwise it is really good! Why aren't you using the profiency bonus for that if I may ask?
I would remove the incapacitated condition though, aa being incapacitated causes casters to drop concentration on their spells, and not dropping concentration on these spells would be the main advantage of a 10-minute short rest over the regular 1-hour one at that level for casters.
Also, don't you think Charisma would be a better stat to use for time magic, considering Charisma is used as the saving throw for reality-altering magic like Banishment?
This version still has the issue I pointed out earlier with the clunky scaling of the number of uses I pointed out earlier, but otherwise it is really good! Why aren't you using the profiency bonus for that if I may ask?
I would remove the incapacitated condition though, aa being incapacitated causes casters to drop concentration on their spells, and not dropping concentration on these spells would be the main advantage of a 10-minute short rest over the regular 1-hour one at that level for casters.
Also, don't you think Charisma would be a better stat to use for time magic, considering Charisma is used as the saving throw for reality-altering magic like Banishment?
First off, thanks again for the feedback, and thank you further for the complement! I’m glad you like it.
I did actually streamline the numbers of uses, due primarily to your feedback. Time After Time, Stolen Moments, and Split Second Timing all use the same progressive pattern for their numbers of uses per long rest, and Overclocking, Turn Back the Clock, and Strike Still the Clock all use a similar progressive pattern for their numbers of uses per short rest as well. Sense of Time is still an always on feature, and Tempus Fugit and Overtime are still a single use per long rest, and technically also follow the same progressive pattern as the first three features I listed. So now there aren’t multiple different ways of calculating numbers of uses across the subclass, just the progressive pattern. I am not using PB for these as I personally feel that PB should never be used as a metric for subclasses in any capacity. If I had, then a three level dip into this subclass would lead to shenanigans I personally feel ruin D&D. I feel PB is an excellent metric for Traits and Feats and should have been used for those since the beginning as those are class agnostic. But I believe Features should only ever scale with either class level or an Ability score/modifier. It’s an intentional piece of design on my part, call it a moral decision. I figured, win or lose, I wanted to submit something I was proud of and would actually play and allow in my games. If I win the contest with this design, YAHTZEE!! If I lose, at least I’m still proud of the work.
The incapacitated condition only applies to the Time Raider, not the rest of the party, so they can still maintain concentration, keep watch, etc. Since the Time Raider has no spells nor features that require Concentration (as if on a spell), the incapacitated condition really only means the Time Raider is vulnerable while compressing time for the party. I suppose I could change it to a concentration effect, but that doesn’t have quite the same feel to it. What do you think?
Charisma is the stat required for targets of any of the Saving Throws this subclass can force. I chose Wisdom as the Ability score used by the Time Raider for two main reasons:
Requiring anything but Str/Dex or Con means this is going to be a somewhat MAD build, and wanted to use a stat that was less likely to be a hinderance to the player. Since most fighters are going to prioritize Wis over Cha for Perception checks and for the saving throw benefits, I went with Wis. Besides Fighters have 4 Wis skills they could be proficient in, and only 1 Cha skill. All signs just seemed to favor Wis for the Time Raider over Cha.
There’s already too much in 5e making Cha a godstat for many builds. If the Time Raider player is going to multiclass I would rather lean into Monk, Cleric, Ranger, or Druid as more attractive choices than make this one more thing to pile on top of the Sor-Pal-Lock-a-Bard-adin-cerer monstrosity builds out there. Call it another moral decision.
(This Lineage is meant to be an option, in the same manner as the Reborn or Hexblood. It follows the same rules for Ability Score Increases, Languages, and Creature Types.)
The Streamborne
You’re not supposed to be here. Nor now. Some kind of magical happenstance has occurred to bring you to this point in time. Whether from past, present, or some other timeline, your presence here, now will have great implications for the fate of this world.
Streamborne Origin
You came from somewhen. You can choose, or determine it randomly using the table below. Most often, Streamborne’s presence are already accounted for in the overall timeline, but you and your DM can decide otherwise.
d6
Origin
1
You came from a point 1d4 years in the past.
2
You came from a point 1d4 years in the future.
3
You came from a point 5d10 years in the past.
4
You came from a point 5d10 years in the future.
5
You came from a completely different timeline.
6
You came from a point in the future, but since your arrival in this point in time, the timeline has diverged from your future.
Streamborne Medium
One doesn’t change points in time without a medium to take you there. Perhaps your medium was magical, or perhaps you were stuck in a hyper-advanced technological marvel. You may choose your medium or determine it randomly using the table below.
d6
Medium
1
A teleportation spell gone awry
2
A time machine
3
The vengeful last words of a spited otherworldly being
4
A spell intentionally wrought to bring you here
5
A breach of the Far Realm or Feywild
6
An ancient relic
Nothing borne by time can stay the same. Your physiology has changed in the following ways:
Creature Type
You are a Humanoid, unless you were a different creature type before becoming Streamborne.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Blindsight
You can sense an extremely faint outline of what will affect your immediate past and future. This has the effect of giving you blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you..
Timeless Nature
You don’t age.
Ride the Stream
You have an ingrained knowledge of your fate. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with this foretelling roll. You must choose to do so before the roll. Once you use this ability, you may not do so again until you finish a long rest, at which point the old roll is discarded if you haven’t used it.
Instinctual Anticipation
Your journey through time has given you a small amount of control over it, becoming prepared for danger more quickly. You can add your proficiency bonus to your initiative rolls.
I just realized that this isn’t listed under Contestants. Is that intentional?
(This Lineage is meant to be an option, in the same manner as the Reborn or Hexblood. It follows the same rules for Ability Score Increases, Languages, and Creature Types.)
The Streamborne (Just checking, did you mean borne or born?)
You’re notneither supposed to be here. Nor, nor now. Some kind of magical or technological happenstance has occurred to bring you to this point in space and time. Whether from past, present, future, or some other timeline, your presence here, now, will have great implications for the fate of this world.
Streamborne Origin
You came from somewhen else. You can choose, or determine ityour origin randomly using the table below. Most often, a Streamborne’s presence areis already accounted for in the overall timeline, but you and your DM can decide otherwise.
d6
Origin
1
You came from a point 1d4 years in the past.
2
You came from a point 1d4 years in the future.
3
You came from a point 5d10 years in the past.
4
You came from a point 5d10 years in the future.
5
You came from a completely different timeline.
6
You came from a point in the future, but since your arrival in this point in time, the timeline has diverged from your future.
Streamborne Medium
One doesn’t change points in time without a medium to take youone there. Perhaps your medium was magical, or perhaps you were stuck in a hyper-advanced technological marvel. You may choose your medium or determine it randomly using the table below.
d6
Medium
1
A teleportation spell gone awry
2
A time machine
3
The vengeful last words of a spited otherworldly being
4
A spell intentionally wrought to bring you here
5
A breach of the Far Realm or Feywild
6
An ancient relic
Nothing borne (just checking, did you mean borne or born?) by time can stay the same. Your physiology has changed in the following ways:
Creature Type
You are a Humanoid, unless you were a different creature type before becoming Streamborne.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Blindsight
You can sense an extremely faint outline of what will affect your immediate past and future. This has the effect of giving you blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you..(👈 extra period)
Timeless Nature
You don’t age.
Ride the Stream
You have an ingrained knowledge of your fate. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with this foretelling roll. You must choose to do so before the roll. Once you use this ability, you maycan not do so again until you finish a long rest, at which point the old roll is discarded if you haven’t used it.
Instinctual Anticipation
Your journey through time has given you a small amount of control over it, becoming preparedallowing you to prepare for danger more quickly. You can add your proficiency bonus to your initiative rolls.
Hey there MilestoGo_24, in the sense of feedback and fair play, I have tech edited your submission for you. My changes are marked with my usual pink strikethrough/underlining. Use or ignore it, it's up to you. I hope it helps.
(This Lineage is meant to be an option, in the same manner as the Reborn or Hexblood. It follows the same rules for Ability Score Increases, Languages, and Creature Types.)
The Streamborne (Just checking, did you mean borne or born?)
You’re notneither supposed to be here. Nor, nor now. Some kind of magical or technological happenstance has occurred to bring you to this point in space and time. Whether from past, present, future, or some other timeline, your presence here, now, will have great implications for the fate of this world.
Streamborne Origin
You came from somewhen else. You can choose, or determine ityour origin randomly using the table below. Most often, a Streamborne’s presence areis already accounted for in the overall timeline, but you and your DM can decide otherwise.
d6
Origin
1
You came from a point 1d4 years in the past.
2
You came from a point 1d4 years in the future.
3
You came from a point 5d10 years in the past.
4
You came from a point 5d10 years in the future.
5
You came from a completely different timeline.
6
You came from a point in the future, but since your arrival in this point in time, the timeline has diverged from your future.
Streamborne Medium
One doesn’t change points in time without a medium to take youone there. Perhaps your medium was magical, or perhaps you were stuck in a hyper-advanced technological marvel. You may choose your medium or determine it randomly using the table below.
d6
Medium
1
A teleportation spell gone awry
2
A time machine
3
The vengeful last words of a spited otherworldly being
4
A spell intentionally wrought to bring you here
5
A breach of the Far Realm or Feywild
6
An ancient relic
Nothing borne (just checking, did you mean borne or born?) by time can stay the same. Your physiology has changed in the following ways:
Creature Type
You are a Humanoid, unless you were a different creature type before becoming Streamborne.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Blindsight
You can sense an extremely faint outline of what will affect your immediate past and future. This has the effect of giving you blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you..(👈 extra period)
Timeless Nature
You don’t age.
Ride the Stream
You have an ingrained knowledge of your fate. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with this foretelling roll. You must choose to do so before the roll. Once you use this ability, you maycan not do so again until you finish a long rest, at which point the old roll is discarded if you haven’t used it.
Instinctual Anticipation
Your journey through time has given you a small amount of control over it, becoming preparedallowing you to prepare for danger more quickly. You can add your proficiency bonus to your initiative rolls.
Hey there MilestoGo_24, in the sense of feedback and fair play, I have tech edited your submission for you. My changes are marked with my usual pink strikethrough/underlining. Use or ignore it, it's up to you. I hope it helps.
Thanks for your help! It is meant to be Streamborne and not Streamborn but thanks lol
INSPIRATIONAL OPTION
The INFINITE PYRAMID PRISON
The lore of the Infinite Pyramid Prison speaks of a bygone world lost to antiquity. What is known however is that the floating Infinite Pyramid Prison may appear in any realm or reality like a doom-and-gloom obsidian monolith slowly rotating in the sky. Scattered across the multiverse are the Great Warblades which are enchanted to banish it's victims to the Infinite Pyramid Prison.
Any PC's who attempt to explore the Infinite Pyramid Prison realize a number of things:
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I hit writer's block big time with the inspirational options. My games are never high enough level to play things of this (apocalyptic) power level so I'm lost in the sauce on this one lol
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Just have a campaign at a higher level.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
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I love this! A couple things I noticed that should be corrected/changed (if you want):
The first link (to the great warblades) is broken. It gave the 404 error.
Also, for every instance that you said "divine-level" I recommend replacing that with "deific". this would remove any confusion and reasoning that players might use to say that because their clerics spells are 'divine magic' that they could use them to escape.
This really is an inspirational option though! It gives the framework for an adventure, but allows the DM to add their own spin easily! well done!
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
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I've noticed that high level play isn't fun for most players, since combat takes multiple times as long for a single turn and roleplay interactions become less meaningful with powerful spells like modify memory and wish.
Also, running a high level campaign wouldn't help with this competition as submissions are due in 9 days. Definitely not enough to prepare a high level game, let alone play one.
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
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Thank you! I genuinely appreciate your kind words and ringing endorsement. The version you added was the first version I entered into the contest, which doesn’t have the same 🔔s & 😗s (bells & whistles) as the most recently submitted version. I’ll be publishing the final version once the submission period is over and I know there is I’ll be no further alterations (so keep an eye out for that if you’re interested). Case in point:
Thank you for the feedback, it is always appreciated. Yeah, I originally had less in there, but after feedback some features got revised (read nerfed), and other features were added to fill various holes in the subclass, and certain things started to scale in effect at higher levels to supplement Temporal Respite and Overtime since they each only have a single use…. So Strike Still the Clock was added to augment Split Second Timing at 10th since most campaigns end at 12th so this was like the “campaign capstone,” and after Stolen Moments and Turn Back the Clock both got nerfed, TBtC got moved from 3rd to 7th level to fill out that level and make room for Overclocking which was needed to fill the offensive hole in the subclass. After some playtesting, Overclocking needed some meat on its bones so the damage scaling was increased and the number of uses got scaled to make it more… well just more. So, the only reason this subclass has as many features as it does is because of feedback and playtesting. The original version was far more in keeping with… “The 5e Design Philosophy… ilosophy… osophy….” You can view it a few pages back.
I will say that, my biggest criticism of… “The 5e Design Philosophy… ilosophy… osophy…” (Does anyone else hear an echo in here?) …is that I feel it is too streamlined and simplified. I wish it was a little crunchier than it is. So I don’t mind that it has since diverged from “The 5e Design Philosophy… ilosophy… osophy….” •looks left, looks right, scratches head and shrugs• I think I like that it has some more going on with it now, as you wrote, as a source of inspiration. (Plus, as you pointed out, this is a competition after all, so I don’t mind farming for votes. 😏)
I do agree with your point regarding the two different features having different dice scaling. I think I’ll take your note and sync those up. That would bring it at least a little more in line with “The 5e Design Philosophy… ilosophy… osophy….” (Alright, that’s enough! Knock it off with the echoes, we get it already. Sheesh. Anyway, where was I? Oh yeah!) Thanks for pointing that out, I’ll get on it right away and repost later today provided that there are no further changes.
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High level isn't fun for me either. I prefer Levels 1-12
For the Infinite Prison Pyramid...that is usable by any level. Just populate each room with appropriate challenges.
i like to create things ... Check out my magic items!
I also illustrate and paint Dungeons & Dragons and Eberron scenes, creatures, and characters https://www.albertholaso.com/illustration COMMISION ME!
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I had a “Great Flood” inspirational submission planned but I don’t think it’s creative enough lol
Come participate in the Competition of the Finest Brews, Edition XXVIII?
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Extended Signature
Hi all, quick two-part request:
1) If you're revising an entry please try to update the your original post with the revisions so that the "Contestants" link on the OP remains valid.
2) Periodically check through the "Contestants" list to make sure that the correct link is associated with your work.
Oh, I actually deleted my original post to reduce spam. I can DM my most recent version to you if you like.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
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Will do. Sorry for the breach in protocol.
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DM OPTION (That which should not be)
Astral Barnacles (swarm) ...not everything has to be epic. This one literally is for color!
PC OPTION (Mastery of moments)
Chronobreaker spell
i like to create things ... Check out my magic items!
I also illustrate and paint Dungeons & Dragons and Eberron scenes, creatures, and characters https://www.albertholaso.com/illustration COMMISION ME!
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I have updated my original entry post for the Time Raider with v.0.3.3, enjoy!
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/138964-competition-of-the-finest-brews-viii?comment=69
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This version still has the issue I pointed out earlier with the clunky scaling of the number of uses I pointed out earlier, but otherwise it is really good! Why aren't you using the profiency bonus for that if I may ask?
I would remove the incapacitated condition though, aa being incapacitated causes casters to drop concentration on their spells, and not dropping concentration on these spells would be the main advantage of a 10-minute short rest over the regular 1-hour one at that level for casters.
Also, don't you think Charisma would be a better stat to use for time magic, considering Charisma is used as the saving throw for reality-altering magic like Banishment?
First off, thanks again for the feedback, and thank you further for the complement! I’m glad you like it.
I did actually streamline the numbers of uses, due primarily to your feedback. Time After Time, Stolen Moments, and Split Second Timing all use the same progressive pattern for their numbers of uses per long rest, and Overclocking, Turn Back the Clock, and Strike Still the Clock all use a similar progressive pattern for their numbers of uses per short rest as well. Sense of Time is still an always on feature, and Tempus Fugit and Overtime are still a single use per long rest, and technically also follow the same progressive pattern as the first three features I listed. So now there aren’t multiple different ways of calculating numbers of uses across the subclass, just the progressive pattern.
I am not using PB for these as I personally feel that PB should never be used as a metric for subclasses in any capacity. If I had, then a three level dip into this subclass would lead to shenanigans I personally feel ruin D&D. I feel PB is an excellent metric for Traits and Feats and should have been used for those since the beginning as those are class agnostic. But I believe Features should only ever scale with either class level or an Ability score/modifier. It’s an intentional piece of design on my part, call it a moral decision. I figured, win or lose, I wanted to submit something I was proud of and would actually play and allow in my games. If I win the contest with this design, YAHTZEE!! If I lose, at least I’m still proud of the work.
The incapacitated condition only applies to the Time Raider, not the rest of the party, so they can still maintain concentration, keep watch, etc. Since the Time Raider has no spells nor features that require Concentration (as if on a spell), the incapacitated condition really only means the Time Raider is vulnerable while compressing time for the party. I suppose I could change it to a concentration effect, but that doesn’t have quite the same feel to it. What do you think?
Charisma is the stat required for targets of any of the Saving Throws this subclass can force. I chose Wisdom as the Ability score used by the Time Raider for two main reasons:
Make sense?
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I just realized that this isn’t listed under Contestants. Is that intentional?
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Hey there MilestoGo_24, in the sense of feedback and fair play, I have tech edited your submission for you. My changes are marked with my usual pink strikethrough/underlining. Use or ignore it, it's up to you. I hope it helps.
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Thanks for your help! It is meant to be Streamborne and not Streamborn but thanks lol
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Sure thing. And good luck in the competition!
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While I am still working on my inspiraitonal submission, I have released an update to my Hastur statblock, now with lair actions and regional effects: https://www.dndbeyond.com/monsters/2571354-hastur-the-king-in-yellow
I wish you some sweet dreams tonight :P