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.
Looks better from my point of view. I don't even think it needs to have a reaction trigger, since presumably your reaction will reset when you take the new turn. I guess it's a minor drawback that you won't be able to use AoOs if you want to later use this ability.
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.
Looks better from my point of view. I don't even think it needs to have a reaction trigger, since presumably your reaction will reset when you take the new turn. I guess it's a minor drawback that you won't be able to use AoOs if you want to later use this ability.
Here's the funny thing! You actually regain your reaction at the start of your turn! So you would immediately regain your reaction and could use it later in the round.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Alrighty, so far, unless anyone else has any other suggestions I believe this might actually be the final version of my entry. Three of the features follow a similar progressive pattern as one another in regards to how many uses they get per long rest (Temporal Displacement, Stolen Moments, Split Second Timing), three follow a similar progressive pattern regarding uses per short rest (Overclocking, Turn Back the Clock, Strike Still the Clock), the rest are either always on or only once per long rest. Overclocking adds some substantial offensive capabilities, Turn Back the Clock should cause little to no headaches, and thus far nobody has offered any other feedback on any of the other features, or pointed out anything else that made them dislike it. I hope this pleases folks enough to let me win. Thanks all for your feedback! Enjoy:
Time Raiders have the ability to manipulate time itself to their own ends. They can mold and shape seconds as a potter shapes clay, compress hours into minutes, freeze a creature in time, and even steal time from those nearby. Those who use these powers to protect the timeline are known as Timekeepers, or Chronal Wardens, while those who use these powers for their own ends are known as Time Bandits. Whatever they call themselves their power is undeniable, and as inexorable as time itself.
Time Raider Features
FIGHTER LEVEL
FEATURE
3rd
Sense of Time, Temporal Displacement, Overclocking
7th
Turn Back the Clock, Stolen Moments
10th
Split Second Timing, Strike Still the Clock
15th
Temporal Respite
18th
Overtime
Saving Throws. Some of your subclass features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Temporal save DC = 8 + your proficiency bonus + your Wisdom modifier
Sense of Time
3rd-level Time Raider feature
You have an innate ability to sense the flow of time.
You always know precisely what time it is, and exactly how long until the next dawn and dusk, in any location you are familiar with on both your home plane of existence, and whichever plane you are on if it is different.
In addition, you can sense any effect that is altering the flow of time for a creature or location within 30 feet of you.
Temporal Displacement
3rd-level Time Raider feature
In combat, you can subtly shift a creature a fraction of a second in time to either give it an edge, or gain one over that creature.
As a bonus action you can attempt to manipulate the flow of time for yourself, or a single creature of your choice that you can see within 30 feet. An unwilling creature must succeed at a Charisma saving throw to resist this effect, otherwise it is affected in one of the following ways beginning next round:
Timestall. The creature’s Initiative count decreases by 1d4 until the end of combat.
Timeskip. The creature’s Initiative count increases by 1d4 until the end of combat.
You can use this feature 3 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 7th level (4 uses), 10th level (5 uses), 15th level (6 uses), and 18th level (7 uses).
The die size for this feature increments to d6 when you reach 10th level in this class. Starting at 15th level, whenever you use this feature on yourself you count as always having rolled the maximum result on the die.
Overclocking
3rd-level Time Raider feature
You can briefly place yourself inside a pocket of accelerated time.
As a bonus action you can double your speed until the end of your turn, and make a single weapon attack as part of the same bonus action. You can use this feature once, and regain the use of this feature whenever you finish a short or long rest. When you reach certain levels in this class you gain 1 additional use of this feature: at 10th level (2 uses), and 18th level (3 uses).
Starting at 7th level, this bonus action attack deals 1d4 additional damage on a hit. This additional damage die increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
Turn Back the Clock
7th-level Time Raider feature
You can unwind a moment in time for yourself to retake your steps, and possibly change the outcome of events.
Whenever you finish your turn you can rewind time for yourself. Your original turn is undone, your actions and movement are unspent, and you can immediately retake your turn.
Once you use this feature you cannot use it again until you finish a short or long rest. Starting at 15th level you can use this feature twice between rests.
Stolen Moments
7th-level Time Raider feature
You can steal precious seconds from another creature in combat.
As a bonus action you can choose a creature you can see within 30 feet to make a Charisma saving throw; a creature can choose to fail this save. On a failed save, both of the following effects take place:
That creature’s next turn only lasts 4 seconds instead of 6, and it cannot take either a bonus action or a reaction (your choice) until its following turn.
Your next turn lasts 8 seconds and you can take an additional bonus action or reaction (your choice) before the beginning of your following turn.
You can use this feature 2 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 10th level (3 uses), 15th level (4 uses), and 18th level (5 uses).
Split Second Timing
10th-level Time Raider feature
You can momentarily accelerate time for yourself, possibly causing a blow to miss you, that otherwise would have struck.
Whenever you are hit with an attack you can force your attacker to reroll the attack roll and your attacker must use the new roll. If the attack still hits and is a critical hit, it becomes a normal hit.
Once you use this feature you cannot use it again until you finish a long rest. When you reach certain levels in this class you gain an additional use of this feature: 15th (2 uses) and 18th level (3 uses). You can only use this feature once per attack.
Strike Still the Clock
10th-level Time Raider feature
You are able to momentarily suspend a creature in time, rendering it inanimate.
Whenever you hit a creature within 30 feet with a weapon attack, you can force it to make a Charisma saving throw. On a failed save it is petrified for a number of rounds equal to your Wisdom modifier (minimum 1). While petrified the target can repeat this saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.
Once you successfully use this feature you cannot use it again until you finish a short or long rest.
Temporal Respite
15th-level Time Raider feature
You can temporarily alter the flow of time around yourself so that an hour for you is mere minutes to the world.
Whenever you take a short rest you can alter the flow of time for yourself and up to 7 other creatures who take a short rest with you, allowing you all to complete a short rest in 10 minutes. A creature still counts as having spent a full 60 minutes during its rest. During this time you are incapacitated, but can spend hit dice (as normal). If a creature engages in activity that interrupts its rest (such as combat), it returns to the normal flow of time. This rest immediately ends if you drop to 0 Hit Points. Once you use this feature you cannot use it again until you finish a long rest.
Overtime
18th-level Time Raider feature
When a handful of seconds could change the world, you can find those extra seconds to spare.
At the end of your turn you can activate this feature, when you do you immediately take another turn after this one. Once you use this feature you cannot use it again until you finish a long rest.
Alrighty, so far, unless anyone else has any other suggestions I believe this might actually be the final version of my entry. Three of the features follow a similar progressive pattern as one another in regards to how many uses they get per long rest (Temporal Displacement, Stolen Moments, Split Second Timing), three follow a similar progressive pattern regarding uses per short rest (Overclocking, Turn Back the Clock, Strike Still the Clock), the rest are either always on or only once per long rest. Overclocking adds some substantial offensive capabilities, Turn Back the Clock should cause little to no headaches, and thus far nobody has offered any other feedback on any of the other features, or pointed out anything else that made them dislike it. I hope this pleases folks enough to let me win. Thanks all for your feedback! Enjoy:
Time Raiders have the ability to manipulate time itself to their own ends. They can mold and shape seconds as a potter shapes clay, compress hours into minutes, freeze a creature in time, and even steal time from those nearby. Those who use these powers to protect the timeline are known as Timekeepers, or Chronal Wardens, while those who use these powers for their own ends are known as Time Bandits. Whatever they call themselves their power is undeniable, and as inexorable as time itself.
Time Raider Features
FIGHTER LEVEL
FEATURE
3rd
Sense of Time, Temporal Displacement, Overclocking
7th
Turn Back the Clock, Stolen Moments
10th
Split Second Timing, Strike Still the Clock
15th
Temporal Respite
18th
Overtime
Saving Throws. Some of your subclass features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Temporal save DC = 8 + your proficiency bonus + your Wisdom modifier
Sense of Time
3rd-level Time Raider feature
You have an innate ability to sense the flow of time.
You always know precisely what time it is, and exactly how long until the next dawn and dusk, in any location you are familiar with on both your home plane of existence, and whichever plane you are on if it is different.
In addition, you can sense any effect that is altering the flow of time for a creature or location within 30 feet of you.
Temporal Displacement
3rd-level Time Raider feature
In combat, you can subtly shift a creature a fraction of a second in time to either give it an edge, or gain one over that creature.
As a bonus action you can attempt to manipulate the flow of time for yourself, or a single creature of your choice that you can see within 30 feet. An unwilling creature must succeed at a Charisma saving throw to resist this effect, otherwise it is affected in one of the following ways beginning next round:
Timestall. The creature’s Initiative count decreases by 1d4 until the end of combat.
Timeskip. The creature’s Initiative count increases by 1d4 until the end of combat.
You can use this feature 3 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 7th level (4 uses), 10th level (5 uses), 15th level (6 uses), and 18th level (7 uses).
The die size for this feature increments to d6 when you reach 10th level in this class. Starting at 15th level, whenever you use this feature on yourself you count as always having rolled the maximum result on the die.
Overclocking
3rd-level Time Raider feature
You can briefly place yourself inside a pocket of accelerated time.
As a bonus action you can double your speed until the end of your turn, and make a single weapon attack as part of the same bonus action. You can use this feature once, and regain the use of this feature whenever you finish a short or long rest. When you reach certain levels in this class you gain 1 additional use of this feature: at 10th level (2 uses), and 18th level (3 uses).
Starting at 7th level, this bonus action attack deals 1d4 additional damage on a hit. This additional damage die increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
Turn Back the Clock
7th-level Time Raider feature
You can unwind a moment in time for yourself to retake your steps, and possibly change the outcome of events.
Whenever you 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.
Stolen Moments
7th-level Time Raider feature
You can steal precious seconds from another creature in combat.
As a bonus action you can choose a creature you can see within 30 feet to make a Charisma saving throw; a creature can choose to fail this save. On a failed save, both of the following effects take place:
That creature’s next turn only lasts 4 seconds instead of 6, and it cannot take either a bonus action or a reaction (your choice) until its following turn.
Your next turn lasts 8 seconds and you can take an additional bonus action or reaction (your choice) before the beginning of your following turn.
You can use this feature 2 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 10th level (3 uses), 15th level (4 uses), and 18th level (5 uses).
Split Second Timing
10th-level Time Raider feature
You can momentarily accelerate time for yourself, possibly causing a blow to miss you, that otherwise would have struck.
Whenever you are hit with an attack you can force your attacker to reroll the attack roll and your attacker must use the new roll. If the attack still hits and is a critical hit, it becomes a normal hit.
Once you use this feature you cannot use it again until you finish a long rest. When you reach certain levels in this class you gain an additional use of this feature: 15th (2 uses) and 18th level (3 uses). You can only use this feature once per attack.
Strike Still the Clock
10th-level Time Raider feature
You are able to momentarily suspend a creature in time, rendering it inanimate.
Whenever you hit a creature within 30 feet with a weapon attack, you can force it to make a Charisma saving throw. On a failed save it is petrified for a number of rounds equal to your Wisdom modifier (minimum 1). While petrified the target can repeat this saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.
Once you successfully use this feature you cannot use it again until you finish a short or long rest.
Temporal Respite
15th-level Time Raider feature
You can temporarily alter the flow of time around yourself so that an hour for you is mere minutes to the world.
Whenever you take a short rest you can alter the flow of time for yourself and up to 7 other creatures who take a short rest with you, allowing you all to complete a short rest in 10 minutes. A creature still counts as having spent a full 60 minutes during its rest. During this time you are incapacitated, but can spend hit dice (as normal). If a creature engages in activity that interrupts its rest (such as combat), it returns to the normal flow of time. This rest immediately ends if you drop to 0 Hit Points. Once you use this feature you cannot use it again until you finish a long rest.
Overtime
18th-level Time Raider feature
When a handful of seconds could change the world, you can find those extra seconds to spare.
At the end of your turn you can activate this feature, when you do you immediately take another turn after this one. Once you use this feature you cannot use it again until you finish a long rest.
(I would get rid of the 'or' in this sentence: "Whenever you or finish your turn you can rewind time for yourself."). Otherwise, this looks pretty balanced, nice job!
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
My DM Option: the terrain of the Unraveling Lands.
Unraveling Lands
Oftentimes, a failed teleportation spell doesn’t mean anything. Other times, a hole is torn in the place where the teleportation or planar travel was meant to lead. Most of the time, the veil between reality and the Far Realm repairs itself quickly, but in some cases, the Far Realm manages to bleed a little into our reality. Areas touched by the Far Realm do not persist in the usual manner for long. If not properly contained or destroyed, they become corrupted and change in unnatural ways, twisting the wildlife and morphing the terrain.
An area designated Unraveling Lands has the following effects:
Animals and other living creatures with Intelligence 5 or lower in the area become warped. Each type of animal rolls three times on the Flesh Warping table (detailed later in this section) and it becomes hostile to all creatures that have rolled twice or fewer on the Warping table.
Plants and plant creatures in the area become suffused with unnatural energy. Whenever another creature touches an affected plant or plant creature or hits it with a melee attack, it takes 2d8 damage of a random type.
Land formations in this area defy description. Formations roll on the Formation Warping table below to define its changes.
Formation Warping table
d8
Warping
1
The formation is floating 1d100 feet in the air. Roll a d6. The direction the 6 faces on the die determines what direction the side of the formation that normally faces upward now faces.
2
The formation has inexplicably sunk 1d100 feet. Roll a d6. On a 1 or 2, the formation is gradually sinking. On a 5 or 6, the formation is gradually rising.
3
The formation is pulsing in an irregular pattern. Any creature that enters within 10 feet of it must make a DC 15 Charisma saving throw or roll on the Flesh Warping table.
4
The formation is an incubator. After 1d100 hours, the formation opens and a monster determined by the DM exits the incubator fully grown.
5
The formation has opened into a volatile pit of energy. Any creature that ends its turn within 15 feet of the formation takes 2d8 damage of a random type.
6
The formation and everything within 15 feet of it has ceased to exist.
The Unraveling Lands have an even more horrible effect on creatures with Intelligence 6 or greater. For every 24 hours such a creature spends within the area, it must make a DC 15 Charisma saving throw or gain one warping from the Flesh Warping table below. Additionally, when a creature gains its first, second, and third warpings, it gains a level of Short-Term, Long-Term, or Indefinite Madness respectively, randomly determined using the tables in the Dungeon Master’s Guide. Once a creature has its third warping, its Intelligence becomes 5, loses all complex memories it had, and it no longer needs to make Charisma saving throws for warping. A creature with warpings that has the greater restoration spell or greater magic of the same nature cast on it has its most recent warping reversed, and all effects that came from that warping (including madness, Intelligence reduction, and exemption from Charisma saving throws) are removed.
(DISCLAIMER: The following table is identical to the Flesh Warping table from Chapter 3 of Baldur’s Gate: Descent into Avernus.)
Flesh Warping table
d100
Effect
01–05
The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
06–10
The target’s eyes push out of its head on the end of stalks.
11–15
The target’s hands grow claws, which can be used as daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21–25
The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30
A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.
31–35
The target’s ears tear free from its head and scurry away; the target is deafened.
36–40
Two of the target’s teeth turn into tusks.
41–45
The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50
The target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
56–60
The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet.
61–65
The target grows a whiplike tail, which it can use as a whip.
66–70
The target’s eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75
The target swells, tripling its weight.
76–80
The target becomes thin and skeletal, halving its weight.
81–85
The target’s head doubles in size.
86–90
The target’s ears become wings, giving it a flying speed of 5 feet.
91–95
The target’s body becomes unusually brittle, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage.
96–00
The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
Casting dispel magic on the point of origin of an area designated Unraveling Lands (DC 22) removes all warpings caused by this area and effectively reverses all effects it created over the course of 24 hours, and the area ceases to have any effects of or be designated as Unraveling Lands.
This might be my favorite homebrew competition theme yet! I need to add EVERYONE'S creations!
@IamSposta the Time Raider is AWESOME...I added it to my collection and made an NPC right away. He's a soldier named Gordon who came from an alternate Eberron and his body was transformed into that of an Aetherborn during the Mourning.
This one feels weird to me. As I had previously mentioned to Sposta, the act of "rewinding time" or "undoing actions" has the potential to be disruptive at tables, as it doesnt feel good to have your turn undone and its extra work for the DM/players to keep track of information. With alot of your abilities, it seems like once you activate them the message is "it really doesnt matter what happens in the next round or minute. It will all be undone anyway."
Alot of the other abilities are cool. I like the idea behind getting to "put off" damage for later. I like switching up initiative and causing creatures to become slowed. My only concerns are with anything with a rewind mechanic, especially ones that affect other creatures.
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!
This one feels weird to me. As I had previously mentioned to Sposta, the act of "rewinding time" or "undoing actions" has the potential to be disruptive at tables, as it doesnt feel good to have your turn undone and its extra work for the DM/players to keep track of information. With alot of your abilities, it seems like once you activate them the message is "it really doesnt matter what happens in the next round or minute. It will all be undone anyway."
Alot of the other abilities are cool. I like the idea behind getting to "put off" damage for later. I like switching up initiative and causing creatures to become slowed. My only concerns are with anything with a rewind mechanic, especially ones that affect other creatures.
At least it's a class ability that doesn't happen often (once per rest), if it were a spell it would be really disruptive from a statistical upkeep point of view.
This one feels weird to me. As I had previously mentioned to Sposta, the act of "rewinding time" or "undoing actions" has the potential to be disruptive at tables, as it doesnt feel good to have your turn undone and its extra work for the DM/players to keep track of information. With alot of your abilities, it seems like once you activate them the message is "it really doesnt matter what happens in the next round or minute. It will all be undone anyway."
Alot of the other abilities are cool. I like the idea behind getting to "put off" damage for later. I like switching up initiative and causing creatures to become slowed. My only concerns are with anything with a rewind mechanic, especially ones that affect other creatures.
At least it's a class ability that doesn't happen often (once per rest), if it were a spell it would be really disruptive from a statistical upkeep point of view.
Perhaps for capstone, but thats not the only ability I am worried about. There is also the Blood Curse of Eternal Repetition that undoes the actions of all creatures in a 5 foot sphere (side note, the ability does not mention if it is 5 foot radius or 5 foot diameter. I assume radius, but it is important to make that distinction).
When amplified, this blood curse can undo multiple creature's turns for up to 1 minute. Blood curses can be used multiple times per short rest after 6th level. By the time you reach 17th level, you are able to undo time for other creatures 4 times per short rest and for yourself once per long rest.
Again, if a creature is affected by this Blood Curse, why would the DM bother having them even take a turn? Everything will be undone so it would just be easier for the DM to say "The monster does some stuff, but then it is undone" instead of actually taking the turn. The ability boils down to effectively skipping creatures' turns.
As a general point of clarification, what order do things happen in at the end of an affected creature's turn when the curse is amplified? The end of their turn triggers both the erasure of the actions they took AND allowing them to make a Wis save to end the effect early. Does the Wis save occur before or after the creature's turn is undone? That is to say, if they make the save is it possible for their turn not to be undone?
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!
Alrighty, so far, unless anyone else has any other suggestions I believe this might actually be the final version of my entry. Three of the features follow a similar progressive pattern as one another in regards to how many uses they get per long rest (Temporal Displacement, Stolen Moments, Split Second Timing), three follow a similar progressive pattern regarding uses per short rest (Overclocking, Turn Back the Clock, Strike Still the Clock), the rest are either always on or only once per long rest. Overclocking adds some substantial offensive capabilities, Turn Back the Clock should cause little to no headaches, and thus far nobody has offered any other feedback on any of the other features, or pointed out anything else that made them dislike it. I hope this pleases folks enough to let me win. Thanks all for your feedback! Enjoy:
Time Raiders have the ability to manipulate time itself to their own ends. They can mold and shape seconds as a potter shapes clay, compress hours into minutes, freeze a creature in time, and even steal time from those nearby. Those who use these powers to protect the timeline are known as Timekeepers, or Chronal Wardens, while those who use these powers for their own ends are known as Time Bandits. Whatever they call themselves their power is undeniable, and as inexorable as time itself.
Time Raider Features
FIGHTER LEVEL
FEATURE
3rd
Sense of Time, Temporal Displacement, Overclocking
7th
Turn Back the Clock, Stolen Moments
10th
Split Second Timing, Strike Still the Clock
15th
Temporal Respite
18th
Overtime
Saving Throws. Some of your subclass features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Temporal save DC = 8 + your proficiency bonus + your Wisdom modifier
Sense of Time
3rd-level Time Raider feature
You have an innate ability to sense the flow of time.
You always know precisely what time it is, and exactly how long until the next dawn and dusk, in any location you are familiar with on both your home plane of existence, and whichever plane you are on if it is different.
In addition, you can sense any effect that is altering the flow of time for a creature or location within 30 feet of you.
Temporal Displacement
3rd-level Time Raider feature
In combat, you can subtly shift a creature a fraction of a second in time to either give it an edge, or gain one over that creature.
As a bonus action you can attempt to manipulate the flow of time for yourself, or a single creature of your choice that you can see within 30 feet. An unwilling creature must succeed at a Charisma saving throw to resist this effect, otherwise it is affected in one of the following ways beginning next round:
Timestall. The creature’s Initiative count decreases by 1d4 until the end of combat.
Timeskip. The creature’s Initiative count increases by 1d4 until the end of combat.
You can use this feature 3 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 7th level (4 uses), 10th level (5 uses), 15th level (6 uses), and 18th level (7 uses).
The die size for this feature increments to d6 when you reach 10th level in this class. Starting at 15th level, whenever you use this feature on yourself you count as always having rolled the maximum result on the die.
Overclocking
3rd-level Time Raider feature
You can briefly place yourself inside a pocket of accelerated time.
As a bonus action you can double your speed until the end of your turn, and make a single weapon attack as part of the same bonus action. You can use this feature once, and regain the use of this feature whenever you finish a short or long rest. When you reach certain levels in this class you gain 1 additional use of this feature: at 10th level (2 uses), and 18th level (3 uses).
Starting at 7th level, this bonus action attack deals 1d4 additional damage on a hit. This additional damage die increments one die size when you reach certain levels in this class: at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
Turn Back the Clock
7th-level Time Raider feature
You can unwind a moment in time for yourself to retake your steps, and possibly change the outcome of events.
Whenever you finish your turn you can rewind time for yourself. Your original turn is undone, your actions and movement are unspent, and you can immediately retake your turn.
Once you use this feature you cannot use it again until you finish a short or long rest. Starting at 15th level you can use this feature twice between rests.
Stolen Moments
7th-level Time Raider feature
You can steal precious seconds from another creature in combat.
As a bonus action you can choose a creature you can see within 30 feet to make a Charisma saving throw; a creature can choose to fail this save. On a failed save, both of the following effects take place:
That creature’s next turn only lasts 4 seconds instead of 6, and it cannot take either a bonus action or a reaction (your choice) until its following turn.
Your next turn lasts 8 seconds and you can take an additional bonus action or reaction (your choice) before the beginning of your following turn.
You can use this feature 2 times, and regain all uses whenever you finish a long rest. When you reach certain levels in this class, the number of times you can use this feature increases by 1: at 10th level (3 uses), 15th level (4 uses), and 18th level (5 uses).
Split Second Timing
10th-level Time Raider feature
You can momentarily accelerate time for yourself, possibly causing a blow to miss you, that otherwise would have struck.
Whenever you are hit with an attack you can force your attacker to reroll the attack roll and your attacker must use the new roll. If the attack still hits and is a critical hit, it becomes a normal hit.
Once you use this feature you cannot use it again until you finish a long rest. When you reach certain levels in this class you gain an additional use of this feature: 15th (2 uses) and 18th level (3 uses). You can only use this feature once per attack.
Strike Still the Clock
10th-level Time Raider feature
You are able to momentarily suspend a creature in time, rendering it inanimate.
Whenever you hit a creature within 30 feet with a weapon attack, you can force it to make a Charisma saving throw. On a failed save it is petrified for a number of rounds equal to your Wisdom modifier (minimum 1). While petrified the target can repeat this saving throw at the end of each of its turns or whenever it takes damage, ending the effect on itself on a success.
Once you successfully use this feature you cannot use it again until you finish a short or long rest.
Temporal Respite
15th-level Time Raider feature
You can temporarily alter the flow of time around yourself so that an hour for you is mere minutes to the world.
Whenever you take a short rest you can alter the flow of time for yourself and up to 7 other creatures who take a short rest with you, allowing you all to complete a short rest in 10 minutes. A creature still counts as having spent a full 60 minutes during its rest. During this time you are incapacitated, but can spend hit dice (as normal). If a creature engages in activity that interrupts its rest (such as combat), it returns to the normal flow of time. This rest immediately ends if you drop to 0 Hit Points. Once you use this feature you cannot use it again until you finish a long rest.
Overtime
18th-level Time Raider feature
When a handful of seconds could change the world, you can find those extra seconds to spare.
At the end of your turn you can activate this feature, when you do you immediately take another turn after this one. Once you use this feature you cannot use it again until you finish a long rest.
I like this concept a lot, but in the spirit of feedback, a couple things.
First, there's a lot of ideas here and they're all good, but some of them should probably go. The double features at 7 and 10 give this guy more stuff than any other fighter subclass gets, and since nearly every feature scales, you're also getting other stuff too. Take a look at Rune Knight, for example. Several of its features are just upgrades of the earlier features, which Time Ravager has baked in as well as all the new features. I think centering the concept around 2 or 3 signature powers and upgrading them over time would better fit the 5e design aesthetic.
However as a source of inspiration, it's better as is just due to all the ideas here. Stripping it back to what it "should" be will make it feel lesser than it is and will probably negatively impact your votes for this competition, so I'd understand if you prefer to skip this advice. One other option would be to break these features into two subclasses. I think there's nearly enough content to do that.
The other thing that I feel might tighten it up is if you unified the scaling dice used in Overclocking and Temporal Displacement. It feels a bit over-complex to have two features with scaling dice (and scaling uses) that scale differently. Sure, the character sheet can handle all that for you but I think it's still a bit confusing. Plus having "time dice" or whatever could connect these features a bit more conceptually and put a face on the power this character has to manipulate time.
You are an unusual barbarian, able to think while raging. Barbarians who take this path usually also become spellcasters.
Raging Concentration
Beginning at 3rd level, you are able to think clearly before pure rage overpowers you. You are able to keep concentration for up to your barbarian level times two rounds while raging. You can only use this when you are raging. Also, you add your intelligence modifier to your initiative bonus.
Intelligent Strikes
Beginning at 6th level, you can analyze your enemy for weak points. Whenever you attack with a weapon you are proficient in, you can replace the attack rolls with your proficiency modifier plus your intelligence modifier.
Intelligent Reaction
At 10th level, you add your intelligence modifier to your unarmored Armor Class. In addition, you gain proficiency in intelligence savings throws.
Rage Thinker
At 14th level, you are smarter than the average person. Your intelligence score increases by two and the maximum for that score is now 24.
The weapon would go into the DM category and the Barb subclass the Player category; however, it does not seem to me like either of these submissions fit the prompts for those categories. For reference, here are each of the prompts for this competition that submissions should try to adhere to thematically
DM Options: That Which Should Not Be - In the depths of the oceans, the deepest dark between the stars, and the spaces outside of structured reality lurk entities alien and inscrutable, mind-shattering hazards, impossible vistas, and objects of incomprehensible power. What terrible truths have you glimpsed from the realms beyond?
PC Options: Mastery of Moments - You are a living paradox. Perhaps you hail from an alternate timeline. Or perhaps you were born in the distant future, destined to shape the conditions of your own birth. What powers have you gained as a result of your special relationship with time?
Inspirational Options: Broken Seals - As the scrolls foretold, the end is near. The seals have cracked. The tree of life has fallen ill. The heart of the world has skipped a beat. What doom awaits the world and the multiverse? When the endtimes begin, who will survive, and what stories will they tell? What trials await those who would delay the inevitable end?
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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!
Could I start a competition of my own? Not like Competition of Finest Brews VIII, but like a subclass competition?
I mean, yeah, there aren't any forum rules against it. No reason you can't (though I don't think it would be reasonable for you to submit entries if you were judging).
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Looks better from my point of view. I don't even think it needs to have a reaction trigger, since presumably your reaction will reset when you take the new turn. I guess it's a minor drawback that you won't be able to use AoOs if you want to later use this ability.
Here's the funny thing! You actually regain your reaction at the start of your turn! So you would immediately regain your reaction and could use it later in the round.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Finally finished by PC option submission! I present to you, The order of the temporal nexus. [dramatic music]
https://homebrewery.naturalcrit.com/share/hQ644MIHIato
I am an average mathematics enjoyer.
>Extended Signature<
Alrighty, so far, unless anyone else has any other suggestions I believe this might actually be the final version of my entry. Three of the features follow a similar progressive pattern as one another in regards to how many uses they get per long rest (Temporal Displacement, Stolen Moments, Split Second Timing), three follow a similar progressive pattern regarding uses per short rest (Overclocking, Turn Back the Clock, Strike Still the Clock), the rest are either always on or only once per long rest. Overclocking adds some substantial offensive capabilities, Turn Back the Clock should cause little to no headaches, and thus far nobody has offered any other feedback on any of the other features, or pointed out anything else that made them dislike it. I hope this pleases folks enough to let me win. Thanks all for your feedback! Enjoy:
Time Raider V.0.3.2
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.
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:
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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(I would get rid of the 'or' in this sentence: "Whenever you or finish your turn you can rewind time for yourself."). Otherwise, this looks pretty balanced, nice job!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Thanks! (And thanks for pointing out the typo too. 😉)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Am I allowed to say.... I LOVE THIS
i like to create things ... Check out my magic items!
I also illustrate and paint Dungeons & Dragons and Eberron scenes, creatures, and characters https://www.albertholaso.com/illustration COMMISION ME!
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This might be my favorite homebrew competition theme yet! I need to add EVERYONE'S creations!
@IamSposta the Time Raider is AWESOME...I added it to my collection and made an NPC right away. He's a soldier named Gordon who came from an alternate Eberron and his body was transformed into that of an Aetherborn during the Mourning.
i like to create things ... Check out my magic items!
I also illustrate and paint Dungeons & Dragons and Eberron scenes, creatures, and characters https://www.albertholaso.com/illustration COMMISION ME!
Commission me! Follow me on Bluesky!
This one feels weird to me. As I had previously mentioned to Sposta, the act of "rewinding time" or "undoing actions" has the potential to be disruptive at tables, as it doesnt feel good to have your turn undone and its extra work for the DM/players to keep track of information. With alot of your abilities, it seems like once you activate them the message is "it really doesnt matter what happens in the next round or minute. It will all be undone anyway."
Alot of the other abilities are cool. I like the idea behind getting to "put off" damage for later. I like switching up initiative and causing creatures to become slowed. My only concerns are with anything with a rewind mechanic, especially ones that affect other creatures.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
At least it's a class ability that doesn't happen often (once per rest), if it were a spell it would be really disruptive from a statistical upkeep point of view.
i like to create things ... Check out my magic items!
I also illustrate and paint Dungeons & Dragons and Eberron scenes, creatures, and characters https://www.albertholaso.com/illustration COMMISION ME!
Commission me! Follow me on Bluesky!
Perhaps for capstone, but thats not the only ability I am worried about. There is also the Blood Curse of Eternal Repetition that undoes the actions of all creatures in a 5 foot sphere (side note, the ability does not mention if it is 5 foot radius or 5 foot diameter. I assume radius, but it is important to make that distinction).
When amplified, this blood curse can undo multiple creature's turns for up to 1 minute. Blood curses can be used multiple times per short rest after 6th level. By the time you reach 17th level, you are able to undo time for other creatures 4 times per short rest and for yourself once per long rest.
Again, if a creature is affected by this Blood Curse, why would the DM bother having them even take a turn? Everything will be undone so it would just be easier for the DM to say "The monster does some stuff, but then it is undone" instead of actually taking the turn. The ability boils down to effectively skipping creatures' turns.
As a general point of clarification, what order do things happen in at the end of an affected creature's turn when the curse is amplified? The end of their turn triggers both the erasure of the actions they took AND allowing them to make a Wis save to end the effect early. Does the Wis save occur before or after the creature's turn is undone? That is to say, if they make the save is it possible for their turn not to be undone?
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 like this concept a lot, but in the spirit of feedback, a couple things.
First, there's a lot of ideas here and they're all good, but some of them should probably go. The double features at 7 and 10 give this guy more stuff than any other fighter subclass gets, and since nearly every feature scales, you're also getting other stuff too. Take a look at Rune Knight, for example. Several of its features are just upgrades of the earlier features, which Time Ravager has baked in as well as all the new features. I think centering the concept around 2 or 3 signature powers and upgrading them over time would better fit the 5e design aesthetic.
However as a source of inspiration, it's better as is just due to all the ideas here. Stripping it back to what it "should" be will make it feel lesser than it is and will probably negatively impact your votes for this competition, so I'd understand if you prefer to skip this advice. One other option would be to break these features into two subclasses. I think there's nearly enough content to do that.
The other thing that I feel might tighten it up is if you unified the scaling dice used in Overclocking and Temporal Displacement. It feels a bit over-complex to have two features with scaling dice (and scaling uses) that scale differently. Sure, the character sheet can handle all that for you but I think it's still a bit confusing. Plus having "time dice" or whatever could connect these features a bit more conceptually and put a face on the power this character has to manipulate time.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Does this work?
You are an unusual barbarian, able to think while raging. Barbarians who take this path usually also become spellcasters.
Raging Concentration
Beginning at 3rd level, you are able to think clearly before pure rage overpowers you. You are able to keep concentration for up to your barbarian level times two rounds while raging. You can only use this when you are raging. Also, you add your intelligence modifier to your initiative bonus.
Intelligent Strikes
Beginning at 6th level, you can analyze your enemy for weak points. Whenever you attack with a weapon you are proficient in, you can replace the attack rolls with your proficiency modifier plus your intelligence modifier.
Intelligent Reaction
At 10th level, you add your intelligence modifier to your unarmored Armor Class. In addition, you gain proficiency in intelligence savings throws.
Rage Thinker
At 14th level, you are smarter than the average person. Your intelligence score increases by two and the maximum for that score is now 24.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
If not:
Magical Sniper (Item)
Ring, uncommon (requires attunement by a spellcaster)
You channel your magic through a ring, summoning up a semi-transparent sniper. You can only use this once per minute.
You deal 2d8 force damage plus your spellcasting modifier with this weapon.
Note: I had to make an item to connect it to the spell, because it won’t let me make the ring a weapon.
You deal 2d8 force damage plus your spellcasting modifier with this weapon.
Note: Requires attunement of item of the same name.
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 weapon would go into the DM category and the Barb subclass the Player category; however, it does not seem to me like either of these submissions fit the prompts for those categories. For reference, here are each of the prompts for this competition that submissions should try to adhere to thematically
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
*sigh*
I feel like the barbarian subclass would fit in the PC Options.
Could I start a competition of my own? Not like Competition of Finest Brews VIII, but like a subclass competition?
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
How so? It's completely time-themed, and your subclass is not. Do you say that because of the "You are a living paradox" sentence?
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I mean, yeah, there aren't any forum rules against it. No reason you can't (though I don't think it would be reasonable for you to submit entries if you were judging).
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Yes, well, kinda. Sorry, I’m bad at deciphering that kind of stuff.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
That's okay, no officials are going to imprison you or anything.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.