Your Spellcasting modifier is Intelligence. In addition, you are proficient in Intelligence saving throws.
Clockwork Logic
At 2nd level, you have mastered modifying magic. You can modify your spells in a certain way. You choose two of the following below, and you choose an additional option at levels 5 and 13. As a bonus action, you can activate the spell modifier. (If spell casting time is a bonus action, you use can use your action to cast the spell) You can use this feature up to your cleric level divided by two per long rest.
Intelligent Movement
You can alter the movement of the spell. You gain the ability to change the spells area of effect.
Negative Damage
You gain the ability to reduce the amount of damage dealt by a spell, to a minimum of 1 point of damage.
Protection Shell
You can allow up to three people to not be effected by your spell’s area of effect. This can be from it avoiding them, or giving them resistance to the spell.
School Compatibility
You can change the school of the spell, within a reasonable amount. You talk with your DM to figure out the details of this ability.
Wild Core
You change the core of the spell, to deal a different type of damage. Roll on the following table and replace the damage type with the one rolled. If the damaged rolled is the same as the original spell’s damage, re-roll until you get a different damage type.
D8
Damage
1
Radiant
2
Necrotic
3
Force
4
Fire
5
Lightning
6
Cold
7
Psychic
8
Thunder
Clockwork Companion
At 6th level, you gain the ability to create a companion. You are able to telepathically communicate with it, within a distance of 120 ft. The companion is considered a construct.
Ability Enhancer
You create a magical device that must be worn. This could be in the form of a bracelet, glove, necklace, headband, or an anklet. While you wear it, you gain a plus two to one ability score of your choice. You can have only one of these, and after a long rest, you can transfer the properties to another one of your choice. These bonuses only work when worn by you.
Clockwork Thinker
At 17th level, you have gained the ability to think logically at all times. Whenever you roll a WIS or CHA saving throw, you can instead make an Intelligence saving throw, and substitute it with that. You can only do this before you roll. You can also apply this to skill rolls or to hit with weapons. In addition, you can use your Intelligence score to substitute for any other class spell modifier.
This looks like a subclass, so I imagine it would be a Player Option. That being said, the current theme for this competition's Player Options is "paradoxes" and/or "time." Im not 100% certain on your clockwork theme, but it does not seem to play into either of those aspects. If you want to submit it for this competition you may need to rework some of the abilities to fit the prompt.
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 17, +17 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components: At will: Blight, Detect Thoughts, Confusion 3/Day Each: Fear, Eyebite, Flesh to Stone
Actions
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (3d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components: At will: Blight, Detect Thoughts 3/Day Each: Fear, Eyebite, Flesh to Stone
Actions
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (2d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
Maddening Whispers (Recharge 3-6). Ranged Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) psychic damage. If the target is deafened, they have resistance to this damage. If a creature takes more than eight damage from this attack in one round, they must make a DC 18 Charisma saving throw or be subject to the effects of the Confusion spell for 1d6 rounds.
The Maddening Whispers is pretty good, though to activate the confusion, the attack has to hit (easy or hard, depending on the target) and deal 8 damage (not hard), and then the target has to fail a Charisma save and then a Wisdom save to avoid confusion. That makes it rather clunky, and it honestly just doesn't make sense for whispers to require an attack roll. Personally, I would streamline it such that it's initially a save (DC 18 Wisdom, probably) against more damage than you currently have (maybe 4d10 or thereabouts), and if they fail by 5 or more, they are automatically subjected to a confusion spell - no save - for 1d6 rounds. I would also change the resistance if deafened to advantage on the save. (These changes also might bump to recharge to 4-6, but that's really minor.)
I agree it's a bit clunky as well, mostly because of the requirement of dealing 8 or more damage with the attack. It seems unnecessary to me. The wisdom save you mentioned, however, is only important if the confusion spell was cast. Since the wording on the ability states a Charisma save is required to resist the effects of the confusion spell, it doesn't seem like (as written) it would require a Wisdom saving throw.
A lot of creatures have attacks with added effects that require saves so I kind of favor the original approach. I just feel there doesn't need to be a minimum damage to prompt the saving throw. Without that it would read similarly(ish) to a giant scorpion's sting attack. Also, considering how powerful Twist the Mind is, I think Maddening Whispers wouldn't seem like as tempting an option with that extra requirement even with the higher damage. A gruff barbarian hit twice by Twist the Mind would effectively have taken much more "damage" than if they were hit twice with Maddening Whispers since the former would knock them out and the latter gives a chance that they're still a threat to the Whisperer.
Those are my two cents! I hope it helps with any changes you think are necessary!
Just so that you know that I have not forgot about this contest, I am working on my inspirational submission, and here is what I have so far: https://www.gmbinder.com/share/-N-GtjehfGLQUnGRtnB6 (best viewed in Chrome as GMBinder tends to bug around in Firefox, especially with wide statblocks). I am still working on the statblocks that already are in this document and will clean up the writing; and the entire second phase is still missing :-)
Once I am finished with this, I will update my Hastur statblock.
I could spend all day trying to judge this one.
One immediate note: Galdera's "seal magic" eye ray lists a saving throw DC but not the type of saving throw. I imagine that it's meant to be constitution-based. That ray is absolutely devastating for spellcasters as it isn't tied to a condition or spell, and thus can't be negated with a restoration spell or dispel magic.
By the way, I appreciate including instructions for a DM on which attacks the monsters are likely to use. That's one of the aspects of 4e encounter design for which I mourn.
Just so that you know that I have not forgot about this contest, I am working on my inspirational submission, and here is what I have so far: https://www.gmbinder.com/share/-N-GtjehfGLQUnGRtnB6 (best viewed in Chrome as GMBinder tends to bug around in Firefox, especially with wide statblocks). I am still working on the statblocks that already are in this document and will clean up the writing; and the entire second phase is still missing :-)
Once I am finished with this, I will update my Hastur statblock.
I could spend all day trying to judge this one.
One immediate note: Galdera's "seal magic" eye ray lists a saving throw DC but not the type of saving throw. I imagine that it's meant to be constitution-based. That ray is absolutely devastating for spellcasters as it isn't tied to a condition or spell, and thus can't be negated with a restoration spell or dispel magic.
By the way, I appreciate including instructions for a DM on which attacks the monsters are likely to use. That's one of the aspects of 4e encounter design for which I mourn.
You can judge it in a positive or a negative way? :-D
Seal Magic is as devastating in the original game if it hits the "wrong" character in the wrong situation; it should be a saving throw with the target's spellcasting ability (thus making it likely difficult to land) and it lasts onlx one round. i might also add that it can be removed with Remove Curse.
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, Turn Back the Clock
7th
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.
Turn Back the Clock
3rd-level Time Raider feature
You can unwind a moment in time for a single creature, forcing it to retake its steps, and possibly change the outcome of its actions.
Whenever you or a creature you can see within 30 feet finishes its turn you can spend your reaction in an attempt to rewind time for that creature. The creature’s original turn is undone, its actions and movement are unspent, and the creature can immediately retake its turn. An unwilling creature must succeed at a Charisma saving throw to resist this effect.
Once you use this feature you cannot use it again until you finish a short or long rest. Starting at 18th 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 a number of times equal to 1 + your Wisdom modifier (minimum 2 times), and regain all uses whenever you finish a long rest.
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.
There’s no original artwork or anything, but it is fully coded and made available as public homebrew on DDB, snippets, actions and everything.
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.
Updated to v.0.3.3
Time Raider v.0.3.3
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, place themselves in a pocket of accelerated time, 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, or Temporal Manipulators. Whatever they call themselves their power is as undeniable, and as inexorable as time itself.
Time Raider Features
FIGHTER LEVEL
FEATURE
3rd
Sense of Time, Time After Time, Overclocking
7th
Stolen Moments, Turn Back the Clock
10th
Split Second Timing, Strike Still the Clock
15th
Tempus Fugit
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.
Time After Time
3rd-level Time Raider feature
In combat, you can subtly shift a creature a fraction of a second either forward or backwards 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).
Starting at 7th level, whenever you use this feature on yourself you can roll two dice and choose which result to use. The die size for this feature increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
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).
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 either 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).
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 or 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.
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.
Tempus Fugit
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.
Made some minor adjustments to Tempus Fugit for clarity: v.0.3.4 (hopefully the last and then officially will become v.2.0.0 🤞).
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, place themselves in a pocket of accelerated time, 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, or Temporal Manipulators. Whatever they call themselves their power is as undeniable, and as inexorable as time itself.
Time Raider Features
FIGHTER LEVEL
FEATURE
3rd
Sense of Time, Time After Time, Overclocking
7th
Stolen Moments, Turn Back the Clock
10th
Split Second Timing, Strike Still the Clock
15th
Tempus Fugit
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.
Time After Time
3rd-level Time Raider feature
In combat, you can subtly shift a creature a fraction of a second either forward or backwards 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).
Starting at 7th level, whenever you use this feature on yourself you can roll two dice and choose which result to use. The die size for this feature increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
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).
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 either 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).
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 or 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.
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.
Tempus Fugit
15th-level Time Raider feature
You can temporarily alter time around you so that an hour for you is mere minutes to the world.
Whenever you take a short rest you can accelerate 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. Each creature still counts as having spent a full 60 minutes during its rest. During this time you (and you alone) are incapacitated, but can spend hit dice (as normal).
If a participating creature engages in activity that interrupts its rest (such as combat), its rest immediately ends, it returns to the normal flow of time, and it cannot rejoin your accelerated flow of time until the next time you activate this feature. This accelerated rest immediately ends for all creatures 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.
From a quick glance, it looks very interesting, but also underwhelming especially at low levels as there is nothing that improves its attacks or way to attack and also nothing that improves the class's mobility - teleporting or moving faster by altering time is common for time-themed subclasses and a fighter could benefit a lot from that.
Also, I would simplify the number of uses for each ability as giving each ability its own pool of uses, each time with a different scaling/calculation is very clunky and unintuitive; and I would always have them recharge on a short rest for a fighter.
I felt that being able to adjust your own or another creature’s initiative was a fair representation of that “speed through time manipulation” effect, and being able to give yourself or another creature a whole do-over for their turn (or potentially force one on an opponent) was a solid combat bonus by itself. It sucks to burn an Action Surge and whiff, but having a do-over in your back pocket is very nice. Besides, this was intended to be kind of a “supportish” fighter subclass and rely on the already impressive base class features more for the direct stuff. I suppose I could have gone more offensive with the subclass though.
As for the numbers of uses, since this is a DDB contest I presumed that the people using it would be using DDB to track their character. Since DDB automatically calculates and tracks such things…. 🤷♂️ When a computer’s doing all the work for you…?
I specifically like to give subclasses for “short rest classes” like Fighter/Monk/Warlock some features that either don’t need to reset (Sense of Time) or features that have more uses and reset on a long rest (Temporal Displacement, Stolen Moments, Split Second Timing) so that they aren’t always nearly so compelled to ask for short rests as often. (Conversely, I tend to give features that reset on short rests to subclasses for the “long rest / no rest classes” to encourage them to want to short rest so they’re less inclined to feel like they get nothing out of them when the Fighter/Monk/Warlock need to take one.) Other features do reset on a short rest (Turn Back the Clock, Strike Still the Clock), and some are just powerful enough to be 1ce/day powers (Temporal Respite, Overtime).
I think the initiative modification is a really unique and cool mechanic.
On the other hand, I am not a big fan of "turn do-over" ability. It feels like it could be logistically annoying for the DM or other players to have to "reset" things. The main scenario I worry about are combats with spellcasters and alot of creatures, where the spellcaster casts an AoE, the creatures make saving throws, they apply the appropriate amount of HP changes and burn through reactionary abilities.....and then it gets reset and they have to do it all over again.
I think the reset ability could still work with little to no headache if it was limited to only affecting the Fighter's turn rather than anyone's. That being said, despite my grievances I do think it could still work as written at the right table. I just worry it has potential to be disruptive/derailing at others
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
That’s a fair point. With such little time to write and playtest I couldn’t run things through nearly as thoroughly as I usually would. That situation with a lot of adds and a big AoE hadn’t come up.
As for the numbers of uses, since this is a DDB contest I presumed that the people using it would be using DDB to track their character. Since DDB automatically calculates and tracks such things…. 🤷♂️ When a computer’s doing all the work for you…?
I disagree with that. I do not use DDB to track my characters despite publishing homebrew there. While I have characters on DDB, when I use them, I just track them in my mind or whip out a sheet of paper to write down stuff like HP. Also I do not think that the fact that we hold this contest on DDB should be a factor when it comes to designing subclasses and calculating the number of uses of their various abilities... :-) And I am sure there are people out there who use DDB hombrew outside of DDB.
As for the numbers of uses, since this is a DDB contest I presumed that the people using it would be using DDB to track their character. Since DDB automatically calculates and tracks such things…. 🤷♂️ When a computer’s doing all the work for you…?
I disagree with that. I do not use DDB to track my characters despite publishing homebrew there. While I have characters on DDB, when I use them, I just track them in my mind or whip out a sheet of paper to write down stuff like HP. Also I do not think that the fact that we hold this contest on DDB should be a factor when it comes to designing subclasses and calculating the number of uses of their various abilities... :-) And I am sure there are people out there who use DDB hombrew outside of DDB.
Well, I guess I can’t count on your vote. Like the man said; “you can’t please everyone.” I used the numbers of uses I felt appropriate for the features. 🤷♂️ It’s too late to change it now.
As for the numbers of uses, since this is a DDB contest I presumed that the people using it would be using DDB to track their character. Since DDB automatically calculates and tracks such things…. 🤷♂️ When a computer’s doing all the work for you…?
I disagree with that. I do not use DDB to track my characters despite publishing homebrew there. While I have characters on DDB, when I use them, I just track them in my mind or whip out a sheet of paper to write down stuff like HP. Also I do not think that the fact that we hold this contest on DDB should be a factor when it comes to designing subclasses and calculating the number of uses of their various abilities... :-) And I am sure there are people out there who use DDB hombrew outside of DDB.
Well, I guess I can’t count on your vote. Like the man said; “you can’t please everyone.” I used the numbers of uses I felt appropriate for the features. 🤷♂️ It’s too late to change it now.
Just as a side note, I do want to point out that you can continue to edit your submission up until voting begins. That's why I usually like to use a thread comment or Google Doc for my submissions, so that as I catch little mistakes or spelling errors I can easily correct them throughout the competition without needing to create a new version.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
I think the initiative modification is a really unique and cool mechanic.
On the other hand, I am not a big fan of "turn do-over" ability. It feels like it could be logistically annoying for the DM or other players to have to "reset" things. The main scenario I worry about are combats with spellcasters and alot of creatures, where the spellcaster casts an AoE, the creatures make saving throws, they apply the appropriate amount of HP changes and burn through reactionary abilities.....and then it gets reset and they have to do it all over again.
I think the reset ability could still work with little to no headache if it was limited to only affecting the Fighter's turn rather than anyone's. That being said, despite my grievances I do think it could still work as written at the right table. I just worry it has potential to be disruptive/derailing at others
That’s a fair point. With such little time to write and playtest I couldn’t run things through nearly as thoroughly as I usually would. That situation with a lot of adds and a big AoE hadn’t come up.
This is one of the fundamental challenges with time magic that makes this challenge so interesting. Travel backward in time usually entails a lot of record-keeping. In previous editions, the designers didn't care and plowed ahead with spells and abilities that were a logistical nightmare (2e). In other editions, time magic was watered down so far as to be boring (4e). Striking the balance is an exercise in creativity. If any of you are interested in my attempts to square this circle, I have a bunch of time-magic related spells that I've made public.
As for the numbers of uses, since this is a DDB contest I presumed that the people using it would be using DDB to track their character. Since DDB automatically calculates and tracks such things…. 🤷♂️ When a computer’s doing all the work for you…?
I disagree with that. I do not use DDB to track my characters despite publishing homebrew there. While I have characters on DDB, when I use them, I just track them in my mind or whip out a sheet of paper to write down stuff like HP. Also I do not think that the fact that we hold this contest on DDB should be a factor when it comes to designing subclasses and calculating the number of uses of their various abilities... :-) And I am sure there are people out there who use DDB hombrew outside of DDB.
Well, I guess I can’t count on your vote. Like the man said; “you can’t please everyone.” I used the numbers of uses I felt appropriate for the features. 🤷♂️ It’s too late to change it now.
Just as a side note, I do want to point out that you can continue to edit your submission up until voting begins. That's why I usually like to use a thread comment or Google Doc for my submissions, so that as I catch little mistakes or spelling errors I can easily correct them throughout the competition without needing to create a new version.
I was unaware that submissions could be edited, that’s good to know. I have been putting my submission through nearly constant rounds of hurried playtesting and editing, including tech editing for spelling, punctuation and grammar to make sure those mistakes wouldn’t creep in.
I think the initiative modification is a really unique and cool mechanic.
On the other hand, I am not a big fan of "turn do-over" ability. It feels like it could be logistically annoying for the DM or other players to have to "reset" things. The main scenario I worry about are combats with spellcasters and alot of creatures, where the spellcaster casts an AoE, the creatures make saving throws, they apply the appropriate amount of HP changes and burn through reactionary abilities.....and then it gets reset and they have to do it all over again.
I think the reset ability could still work with little to no headache if it was limited to only affecting the Fighter's turn rather than anyone's. That being said, despite my grievances I do think it could still work as written at the right table. I just worry it has potential to be disruptive/derailing at others
That’s a fair point. With such little time to write and playtest I couldn’t run things through nearly as thoroughly as I usually would. That situation with a lot of adds and a big AoE hadn’t come up.
This is one of the fundamental challenges with time magic that makes this challenge so interesting. Travel backward in time usually entails a lot of record-keeping. In previous editions, the designers didn't care and plowed ahead with spells and abilities that were a logistical nightmare (2e). In other editions, time magic was watered down so far as to be boring (4e). Striking the balance is an exercise in creativity. If any of you are interested in my attempts to square this circle, I have a bunch of time-magic related spells that I've made public.
Tell me about it, I’m well aware of how problematic time manipulation can be, that’s why I limited the rewind/do-over as much as I did. What are your thoughts on Turn Back the Clock? Is it too problematic, or do you think I limited things fairly well? I wanted this subclass to be fairly avant-garde, but not problematically so.
I was unaware that submissions could be edited, that’s good to know. I have been putting my submission through nearly constant rounds of hurried playtesting and editing, including tech editing for spelling, punctuation and grammar to make sure those mistakes wouldn’t creep in.
Iterate as much as you need. There's still plenty of time.
Tell me about it, I’m well aware of how problematic time manipulation can be, that’s why I limited the rewind/do-over as much as I did. What are your thoughts on Turn Back the Clock? Is it too problematic, or do you think I limited things fairly well? I wanted this subclass to be fairly avant-garde, but not problematically so.
I think you've struck an acceptable balance. One character's turn is the absolute maximum of re-doing that I'd tolerate as a DM before forbidding the option. There are ways to simplify it further, but they may not appeal. One approach is to mark the turn in advance, ie. use your reaction when another character starts their turn, which gives the table the signal that it's time to keep things fresh in memory. Another option is to limit the reaction to undo one specific action, but that may be a substantial nerf. One of the spells I made a while back does something a bit different, and starts taking effect at the outset of the turn, but allows a character to take two completely independent turns, before choosing which one will "realize". That requires some record-keeping, but like the first option, it makes clear when the record-keeping is to start, and implicitly puts the burden on the player. That, I think, is the key distinction that will make an option appeal to a DM. If the player is willing to record everything that ever happens without my involvement (and they're not a liar), then I'd be more than happy to allow more sophisticated time travel.
For reference (and I'm still happy to take feedback):
Multiplicity
Level
7th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Foreknowledge (...)
You can observe two parallel timelines, and choose which to realize. You can immediately take two independent turns, during which you can use actions and move as normal. Events that occur on one of these turns are not shared by the other. Track the outcomes of these turns separately, including any triggered reactions. Once the results of your turns are known, you can choose which version of reality occurred. Only the results of the chosen turn are realized. No other creature is aware of the turn that you did not choose to become reality.
From a quick glance, it looks very interesting, but also underwhelming especially at low levels as there is nothing that improves its attacks or way to attack and also nothing that improves the class's mobility - teleporting or moving faster by altering time is common for time-themed subclasses and a fighter could benefit a lot from that.
Also, I would simplify the number of uses for each ability as giving each ability its own pool of uses, each time with a different scaling/calculation is very clunky and unintuitive; and I would always have them recharge on a short rest for a fighter.
I think the initiative modification is a really unique and cool mechanic.
On the other hand, I am not a big fan of "turn do-over" ability. It feels like it could be logistically annoying for the DM or other players to have to "reset" things. The main scenario I worry about are combats with spellcasters and alot of creatures, where the spellcaster casts an AoE, the creatures make saving throws, they apply the appropriate amount of HP changes and burn through reactionary abilities.....and then it gets reset and they have to do it all over again.
I think the reset ability could still work with little to no headache if it was limited to only affecting the Fighter's turn rather than anyone's. That being said, despite my grievances I do think it could still work as written at the right table. I just worry it has potential to be disruptive/derailing at others
I was unaware that submissions could be edited, that’s good to know. I have been putting my submission through nearly constant rounds of hurried playtesting and editing, including tech editing for spelling, punctuation and grammar to make sure those mistakes wouldn’t creep in.
Iterate as much as you need. There's still plenty of time.
Tell me about it, I’m well aware of how problematic time manipulation can be, that’s why I limited the rewind/do-over as much as I did. What are your thoughts on Turn Back the Clock? Is it too problematic, or do you think I limited things fairly well? I wanted this subclass to be fairly avant-garde, but not problematically so.
I think you've struck an acceptable balance. One character's turn is the absolute maximum of re-doing that I'd tolerate as a DM before forbidding the option. There are ways to simplify it further, but they may not appeal. One approach is to mark the turn in advance, ie. use your reaction when another character starts their turn, which gives the table the signal that it's time to keep things fresh in memory. Another option is to limit the reaction to undo one specific action, but that may be a substantial nerf. One of the spells I made a while back does something a bit different, and starts taking effect at the outset of the turn, but allows a character to take two completely independent turns, before choosing which one will "realize". That requires some record-keeping, but like the first option, it makes clear when the record-keeping is to start, and implicitly puts the burden on the player. That, I think, is the key distinction that will make an option appeal to a DM. If the player is willing to record everything that ever happens without my involvement (and they're not a liar), then I'd be more than happy to allow more sophisticated time travel.
For reference (and I'm still happy to take feedback):
Multiplicity
Level
7th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Foreknowledge (...)
You can observe two parallel timelines, and choose which to realize. You can immediately take two independent turns, during which you can use actions and move as normal. Events that occur on one of these turns are not shared by the other. Track the outcomes of these turns separately, including any triggered reactions. Once the results of your turns are known, you can choose which version of reality occurred. Only the results of the chosen turn are realized. No other creature is aware of the turn that you did not choose to become reality.
I originally had TBtC as resetting an entire turn, then I nerfed it to a single action or bonus action. Then during playtesting an issue arose when the target had split their attacks with movement in between and whether or not the movement got reset. In trying to word it in such a way that it addressed that occurrence, things got super convoluted and it turned out people thought it worked on the entire turn anyway…. So then it got put back to the original version which reset the entire turn for a creature out of simplicity. I would rather avoid having to declare the intention to use it in advance as it kinda defeats the purpose and intent of the feature IMO. I am currently entertaining Kaboom979’s idea of it only resetting things for the Time Raider, and incorporating some of the other feedback regarding the lack of offensive capability brought by the subclass and the uses/rests for some of the features. This is what I am currently considering and am about to run through some quick playtesting:
Time Raider v.0.3.0
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, Quantum Acceleration
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.
Quantum Acceleration
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.
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 or finish your turn you can spend your reaction in an attempt to 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 18th 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.
Sorry
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 17, +17 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components:
At will: Blight, Detect Thoughts, Confusion
3/Day Each: Fear, Eyebite, Flesh to Stone
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (3d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
pm me the word "tomato"
she/her
I agree it's a bit clunky as well, mostly because of the requirement of dealing 8 or more damage with the attack. It seems unnecessary to me.
The wisdom save you mentioned, however, is only important if the confusion spell was cast. Since the wording on the ability states a Charisma save is required to resist the effects of the confusion spell, it doesn't seem like (as written) it would require a Wisdom saving throw.
A lot of creatures have attacks with added effects that require saves so I kind of favor the original approach. I just feel there doesn't need to be a minimum damage to prompt the saving throw. Without that it would read similarly(ish) to a giant scorpion's sting attack. Also, considering how powerful Twist the Mind is, I think Maddening Whispers wouldn't seem like as tempting an option with that extra requirement even with the higher damage. A gruff barbarian hit twice by Twist the Mind would effectively have taken much more "damage" than if they were hit twice with Maddening Whispers since the former would knock them out and the latter gives a chance that they're still a threat to the Whisperer.
Those are my two cents! I hope it helps with any changes you think are necessary!
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)
My Fire Emblem Conversion Thread
General homebrew links
Spells | Monsters | Magic Items | Backgrounds | Feats | Races | Subclasses
Here is my Inspirational Submission: https://www.gmbinder.com/share/-N-GtjehfGLQUnGRtnB6 (best viewed in Chrome as GMBinder tends to bug around in Firefox, especially with wide statblocks).
For those who have issues with GM-Binder, here is a screenshot gallery of the document: https://imgur.com/a/bMSpt7P
I could spend all day trying to judge this one.
One immediate note: Galdera's "seal magic" eye ray lists a saving throw DC but not the type of saving throw. I imagine that it's meant to be constitution-based. That ray is absolutely devastating for spellcasters as it isn't tied to a condition or spell, and thus can't be negated with a restoration spell or dispel magic.
By the way, I appreciate including instructions for a DM on which attacks the monsters are likely to use. That's one of the aspects of 4e encounter design for which I mourn.
You can judge it in a positive or a negative way? :-D
Seal Magic is as devastating in the original game if it hits the "wrong" character in the wrong situation; it should be a saving throw with the target's spellcasting ability (thus making it likely difficult to land) and it lasts onlx one round. i might also add that it can be removed with Remove Curse.
Here is my entry for the PC Options category- Mastery of Moments:
Original Version v.0.2.1
There’s no original artwork or anything, but it is fully coded and made available as public homebrew on DDB, snippets, actions and everything.
Updated Version: v.0.3.2
Time Raider V.0.3.2Time 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 FeaturesFIGHTER LEVELFEATURE3rdSense of Time, Temporal Displacement, Overclocking7thTurn Back the Clock, Stolen Moments10thSplit Second Timing, Strike Still the Clock15thTemporal Respite18thOvertimeSaving 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 modifierSense of Time3rd-level Time Raider featureYou 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 Displacement3rd-level Time Raider featureIn 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.Overclocking3rd-level Time Raider featureYou 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 Clock7th-level Time Raider featureYou 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 Moments7th-level Time Raider featureYou 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 Timing10th-level Time Raider featureYou 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 Clock10th-level Time Raider featureYou 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 Respite15th-level Time Raider featureYou 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.Overtime18th-level Time Raider featureWhen 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.Updated to v.0.3.3Time Raider v.0.3.3Time 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, place themselves in a pocket of accelerated time, 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, or Temporal Manipulators. Whatever they call themselves their power is as undeniable, and as inexorable as time itself.Time Raider FeaturesFIGHTER LEVELFEATURE3rdSense of Time, Time After Time, Overclocking7thStolen Moments, Turn Back the Clock10thSplit Second Timing, Strike Still the Clock15thTempus Fugit18thOvertimeSaving 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 modifierSense of Time3rd-level Time Raider featureYou 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.Time After Time3rd-level Time Raider featureIn combat, you can subtly shift a creature a fraction of a second either forward or backwards 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).Starting at 7th level, whenever you use this feature on yourself you can roll two dice and choose which result to use. The die size for this feature increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).Overclocking3rd-level Time Raider featureYou 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).Stolen Moments7th-level Time Raider featureYou 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 either 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).Turn Back the Clock7th-level Time Raider featureYou can unwind a moment in time for yourself to retake your steps, and possibly change the outcome of events.Whenever you or 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.Split Second Timing10th-level Time Raider featureYou 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 Clock10th-level Time Raider featureYou 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.Tempus Fugit15th-level Time Raider featureYou 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.Overtime18th-level Time Raider featureWhen 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.Made some minor adjustments to Tempus Fugit for clarity:
v.0.3.4 (hopefully the last and then officially will becomev.2.0.0 🤞).Time Raider v.2.0.0
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, place themselves in a pocket of accelerated time, 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, or Temporal Manipulators. Whatever they call themselves their power is as undeniable, and as inexorable as time itself.
Time Raider Features
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.
Time After Time
3rd-level Time Raider feature
In combat, you can subtly shift a creature a fraction of a second either forward or backwards 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:
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).
Starting at 7th level, whenever you use this feature on yourself you can roll two dice and choose which result to use. The die size for this feature increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
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).
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:
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).
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 or 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.
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.
Tempus Fugit
15th-level Time Raider feature
You can temporarily alter time around you so that an hour for you is mere minutes to the world.
Whenever you take a short rest you can accelerate 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. Each creature still counts as having spent a full 60 minutes during its rest. During this time you (and you alone) are incapacitated, but can spend hit dice (as normal).
If a participating creature engages in activity that interrupts its rest (such as combat), its rest immediately ends, it returns to the normal flow of time, and it cannot rejoin your accelerated flow of time until the next time you activate this feature. This accelerated rest immediately ends for all creatures 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.
👆This last version is now officially published.
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From a quick glance, it looks very interesting, but also underwhelming especially at low levels as there is nothing that improves its attacks or way to attack and also nothing that improves the class's mobility - teleporting or moving faster by altering time is common for time-themed subclasses and a fighter could benefit a lot from that.
Also, I would simplify the number of uses for each ability as giving each ability its own pool of uses, each time with a different scaling/calculation is very clunky and unintuitive; and I would always have them recharge on a short rest for a fighter.
Thanks for your feedback.
I felt that being able to adjust your own or another creature’s initiative was a fair representation of that “speed through time manipulation” effect, and being able to give yourself or another creature a whole do-over for their turn (or potentially force one on an opponent) was a solid combat bonus by itself. It sucks to burn an Action Surge and whiff, but having a do-over in your back pocket is very nice. Besides, this was intended to be kind of a “supportish” fighter subclass and rely on the already impressive base class features more for the direct stuff. I suppose I could have gone more offensive with the subclass though.
As for the numbers of uses, since this is a DDB contest I presumed that the people using it would be using DDB to track their character. Since DDB automatically calculates and tracks such things…. 🤷♂️ When a computer’s doing all the work for you…?
I specifically like to give subclasses for “short rest classes” like Fighter/Monk/Warlock some features that either don’t need to reset (Sense of Time) or features that have more uses and reset on a long rest (Temporal Displacement, Stolen Moments, Split Second Timing) so that they aren’t always nearly so compelled to ask for short rests as often. (Conversely, I tend to give features that reset on short rests to subclasses for the “long rest / no rest classes” to encourage them to want to short rest so they’re less inclined to feel like they get nothing out of them when the Fighter/Monk/Warlock need to take one.) Other features do reset on a short rest (Turn Back the Clock, Strike Still the Clock), and some are just powerful enough to be 1ce/day powers (Temporal Respite, Overtime).
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I think the initiative modification is a really unique and cool mechanic.
On the other hand, I am not a big fan of "turn do-over" ability. It feels like it could be logistically annoying for the DM or other players to have to "reset" things. The main scenario I worry about are combats with spellcasters and alot of creatures, where the spellcaster casts an AoE, the creatures make saving throws, they apply the appropriate amount of HP changes and burn through reactionary abilities.....and then it gets reset and they have to do it all over again.
I think the reset ability could still work with little to no headache if it was limited to only affecting the Fighter's turn rather than anyone's. That being said, despite my grievances I do think it could still work as written at the right table. I just worry it has potential to be disruptive/derailing at others
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Thank you.
That’s a fair point. With such little time to write and playtest I couldn’t run things through nearly as thoroughly as I usually would. That situation with a lot of adds and a big AoE hadn’t come up.
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I disagree with that. I do not use DDB to track my characters despite publishing homebrew there. While I have characters on DDB, when I use them, I just track them in my mind or whip out a sheet of paper to write down stuff like HP. Also I do not think that the fact that we hold this contest on DDB should be a factor when it comes to designing subclasses and calculating the number of uses of their various abilities... :-) And I am sure there are people out there who use DDB hombrew outside of DDB.
What is the next categories? I am hoping that the player one is one I can use from my current homebrew. I would like that.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
The next categories are decided by whoever is judging the next competition. The judge of each competition is the winner of the previous competition.
In short, we will not know the categories of the next competition until the current one concludes.
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Well, I guess I can’t count on your vote. Like the man said; “you can’t please everyone.” I used the numbers of uses I felt appropriate for the features. 🤷♂️ It’s too late to change it now.
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Just as a side note, I do want to point out that you can continue to edit your submission up until voting begins. That's why I usually like to use a thread comment or Google Doc for my submissions, so that as I catch little mistakes or spelling errors I can easily correct them throughout the competition without needing to create a new version.
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This is one of the fundamental challenges with time magic that makes this challenge so interesting. Travel backward in time usually entails a lot of record-keeping. In previous editions, the designers didn't care and plowed ahead with spells and abilities that were a logistical nightmare (2e). In other editions, time magic was watered down so far as to be boring (4e). Striking the balance is an exercise in creativity. If any of you are interested in my attempts to square this circle, I have a bunch of time-magic related spells that I've made public.
I was unaware that submissions could be edited, that’s good to know. I have been putting my submission through nearly constant rounds of hurried playtesting and editing, including tech editing for spelling, punctuation and grammar to make sure those mistakes wouldn’t creep in.
Tell me about it, I’m well aware of how problematic time manipulation can be, that’s why I limited the rewind/do-over as much as I did. What are your thoughts on Turn Back the Clock? Is it too problematic, or do you think I limited things fairly well? I wanted this subclass to be fairly avant-garde, but not problematically so.
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Iterate as much as you need. There's still plenty of time.
I think you've struck an acceptable balance. One character's turn is the absolute maximum of re-doing that I'd tolerate as a DM before forbidding the option. There are ways to simplify it further, but they may not appeal. One approach is to mark the turn in advance, ie. use your reaction when another character starts their turn, which gives the table the signal that it's time to keep things fresh in memory. Another option is to limit the reaction to undo one specific action, but that may be a substantial nerf. One of the spells I made a while back does something a bit different, and starts taking effect at the outset of the turn, but allows a character to take two completely independent turns, before choosing which one will "realize". That requires some record-keeping, but like the first option, it makes clear when the record-keeping is to start, and implicitly puts the burden on the player. That, I think, is the key distinction that will make an option appeal to a DM. If the player is willing to record everything that ever happens without my involvement (and they're not a liar), then I'd be more than happy to allow more sophisticated time travel.
For reference (and I'm still happy to take feedback):
Multiplicity
You can observe two parallel timelines, and choose which to realize. You can immediately take two independent turns, during which you can use actions and move as normal. Events that occur on one of these turns are not shared by the other. Track the outcomes of these turns separately, including any triggered reactions. Once the results of your turns are known, you can choose which version of reality occurred. Only the results of the chosen turn are realized. No other creature is aware of the turn that you did not choose to become reality.
I originally had TBtC as resetting an entire turn, then I nerfed it to a single action or bonus action. Then during playtesting an issue arose when the target had split their attacks with movement in between and whether or not the movement got reset. In trying to word it in such a way that it addressed that occurrence, things got super convoluted and it turned out people thought it worked on the entire turn anyway…. So then it got put back to the original version which reset the entire turn for a creature out of simplicity. I would rather avoid having to declare the intention to use it in advance as it kinda defeats the purpose and intent of the feature IMO. I am currently entertaining Kaboom979’s idea of it only resetting things for the Time Raider, and incorporating some of the other feedback regarding the lack of offensive capability brought by the subclass and the uses/rests for some of the features. This is what I am currently considering and am about to run through some quick playtesting:
Time Raider v.0.3.0
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
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:
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.
Quantum Acceleration
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.
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 or finish your turn you can spend your reaction in an attempt to 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 18th 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:
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.
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