Hi, people! This time, I've created a subclass, and it is an Artificer one, but with a different theme from the other subclasses. I did take a lot of inspiration from a TV show, you might be able to guess fairly easily, but I think it works well as an idea, and I wanted to get your advice on it.
Chronoturgist Artificer
Shortly after time-shaping magic was discovered by the wizards of the world, who started creating spells and magic items that would allow them to better manipulate the forces of time, the artificers discovered ways to manipulate time as well, with their own arcane devices. Now, artificers have mastered the art of creating time-shaping technology, along with the ability to create magical arcane foci that when infused can allow them to remotely unlock any door, chest or lock. These artificers call themselves Chonoturgists, master infiltrators, masterminds, and expert timekeepers.
Dunamancy has recently been discovered by the people of Wildemount, allowing them to shift possibilities, shape time, create gravity wells, or summon gray duplicates of themselves. On Faerun, chronomancers have existed for millennia, though rare, still existing. In Eberron, many are attempting to figure out the mysteries of time travel to undo the catastrophic Mourning. No matter the world, time-shifters are present. Many different people have discovered the flexibility of time, but none of them as well as a new breed of artificers. Chronoturgists weave time, like Wizards weave magic.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Chronoturgist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class as shown in the Chronoturgist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level
Spell
3rd
shield, gift of alacrity
5th
wristpocket, hold person
9th
slow, pulse wave
13th
dimension door, mordenkainen's private sanctum
17th
temporal shunt, hold monster
Resonant Focus
At 3rd level, you learn how to create a resonant focus. Using tinker's tools you can spend a minute embedding your thieves' tools, or an item that can function as thieves' tools, into a wand, rod, or staff that you are holding to create a resonant focus. At the end of the minute, the thieves' tools magically go inside the wand, rod, or staff, even if they normally couldn't fit inside. Assume that an extradimensional space is created if the focus you chose to become a resonant focus could not regularly fit your thieves' tools inside.
After the minute is up, you've created a magical item that appears to be the original arcane focus that can function as your spellcasting focus. The item also functions as your thieves' tools, but can now extend out to a range. When making a check to use your thieves' tools for unlocking a lock, disarming a trap, or other such actions, you no longer have to be near the target of your thieves' tools.
When making an ability check with your resonant focus you can choose to either use your Dexterity or Intelligence modifier to add to the roll. Additionally, the amount of distance you can be from an object you are attempting to use your thieves' tools on is now extended to 30 feet, and you don't need physical contact with it.
Brilliant Mind
Starting at 5th level, when you take a long rest you may switch out one infusion that you know for one that you do not know, instead of just when you level up.
Improved Resonant Focus
Starting at level 9, when you cast a spell that causes the target to make a saving throw, you can give the target disadvantage on the roll. You may use this ability a number of times per long rest equal to your Intelligence modifier (minimum of 1).
Time Master
Starting at level 15, you become a master of manipulating and tracking time. Your study of the track of time has allowed you to know what time of day it is at any moment. If you are aged magically, you know specifically how much you were aged, backwards or forwards. If you travel to a plane of existence or other environment where time is tracked differently, you are able to determine the time of the realm you are on, and what the time is of your home realm.
Additionally, you gain the ability to cast Time Stop as an action, or imbue it into an item, as Spell-Storing Item, but once it is cast in either way, you lose the ability to do so again until you take a long rest.
Okay, that's the subclass. What do you think? Any advice that you have would help.
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Please check out my homebrew, I would appreciate feedback:
I'm not really seeing a unifying theme. The abilities don't really have much to do with time magic until you hit 15th level.
They have different dunamancy spells and other time-themed spells, in between then and level 3. The class is supposed to be a stealth-mastermind time-shaper subclass.
It's about as unifying of a theme that battlesmiths have. They focus on weapon combat, intelligent with magic weapons, protection, and arcane support.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Hi, people! This time, I've created a subclass, and it is an Artificer one, but with a different theme from the other subclasses. I did take a lot of inspiration from a TV show, you might be able to guess fairly easily, but I think it works well as an idea, and I wanted to get your advice on it.
Chronoturgist Artificer
Shortly after time-shaping magic was discovered by the wizards of the world, who started creating spells and magic items that would allow them to better manipulate the forces of time, the artificers discovered ways to manipulate time as well, with their own arcane devices. Now, artificers have mastered the art of creating time-shaping technology, along with the ability to create magical arcane foci that when infused can allow them to remotely unlock any door, chest or lock. These artificers call themselves Chonoturgists, master infiltrators, masterminds, and expert timekeepers.
Dunamancy has recently been discovered by the people of Wildemount, allowing them to shift possibilities, shape time, create gravity wells, or summon gray duplicates of themselves. On Faerun, chronomancers have existed for millennia, though rare, still existing. In Eberron, many are attempting to figure out the mysteries of time travel to undo the catastrophic Mourning. No matter the world, time-shifters are present. Many different people have discovered the flexibility of time, but none of them as well as a new breed of artificers. Chronoturgists weave time, like Wizards weave magic.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Chronoturgist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class as shown in the Chronoturgist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
3rd
shield, gift of alacrity
5th
wristpocket, hold person
9th
slow, pulse wave
13th
dimension door, mordenkainen's private sanctum
17th
temporal shunt, hold monster
Resonant Focus
At 3rd level, you learn how to create a resonant focus. Using tinker's tools you can spend a minute embedding your thieves' tools, or an item that can function as thieves' tools, into a wand, rod, or staff that you are holding to create a resonant focus. At the end of the minute, the thieves' tools magically go inside the wand, rod, or staff, even if they normally couldn't fit inside. Assume that an extradimensional space is created if the focus you chose to become a resonant focus could not regularly fit your thieves' tools inside.
After the minute is up, you've created a magical item that appears to be the original arcane focus that can function as your spellcasting focus. The item also functions as your thieves' tools, but can now extend out to a range. When making a check to use your thieves' tools for unlocking a lock, disarming a trap, or other such actions, you no longer have to be near the target of your thieves' tools.
When making an ability check with your resonant focus you can choose to either use your Dexterity or Intelligence modifier to add to the roll. Additionally, the amount of distance you can be from an object you are attempting to use your thieves' tools on is now extended to 30 feet, and you don't need physical contact with it.
Brilliant Mind
Starting at 5th level, when you take a long rest you may switch out one infusion that you know for one that you do not know, instead of just when you level up.
Improved Resonant Focus
Starting at level 9, when you cast a spell that causes the target to make a saving throw, you can give the target disadvantage on the roll. You may use this ability a number of times per long rest equal to your Intelligence modifier (minimum of 1).
Time Master
Starting at level 15, you become a master of manipulating and tracking time. Your study of the track of time has allowed you to know what time of day it is at any moment. If you are aged magically, you know specifically how much you were aged, backwards or forwards. If you travel to a plane of existence or other environment where time is tracked differently, you are able to determine the time of the realm you are on, and what the time is of your home realm.
Additionally, you gain the ability to cast Time Stop as an action, or imbue it into an item, as Spell-Storing Item, but once it is cast in either way, you lose the ability to do so again until you take a long rest.
Okay, that's the subclass. What do you think? Any advice that you have would help.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Great subclass, but does this remind anyone else of doctor who?
Kind of the point.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm not really seeing a unifying theme. The abilities don't really have much to do with time magic until you hit 15th level.
They have different dunamancy spells and other time-themed spells, in between then and level 3. The class is supposed to be a stealth-mastermind time-shaper subclass.
It's about as unifying of a theme that battlesmiths have. They focus on weapon combat, intelligent with magic weapons, protection, and arcane support.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms