A character who has the supernatural ability to manipulate time, causing it to speed up or slow down.
I am sort of thinking of a custom/homebrew Warlock who has traded away his future for the ability to control time in the present.
So all his magic is temporal based, and as he gets up to higher levels, he becomes able to move himself and others through space and across realms by increasing or decreasing the speed at which the energies of the universe, that make up all life and matter vibrates at.
Basically, changing the frequencies of existence, causing himself and others and the area of affect to quite literally exist on a higher or lower plane, thus allowing for travel been the various realms, through time and across space.
I am not even sure if this kind of thing is even possible in d&d unless you are a God or something.
Is it at all possible and how would I make this character if it was?
Rollback Post to RevisionRollBack
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
It'll mainly just require thematic/color changes to existing spells; in general, you want spells that will move people around, slow them down, speed them up, etc., and will just need to change the effect description to make it the work of, say, temporal magic slowing down their molecules rather than elemental frost. But it'll work better as a sorceror than a warlock, I think, based on existing spell lists. All of the below spells are ones that I could easily imagine being recast (heh) as time/space magic:
Cantrips: Booming Blade Chill Touch Frostbite Lightning Lure Mage Hand Mending Minor Illusion Ray of Frost Sword Burst True Strike
1st Level: Chaos Bolt Comprehend Languages Expeditious Retreat Feather Fall Shield Silent Image Sleep Thunderwave
2nd Level: Blindness/Deafness Blur Cloud of Daggers Detect Thoughts Hold Person Invisibility Knock Levitate Mind Spike Mirror Image Misty Step See Invisibility Shatter Warding Wind
3rd Level: Blink Catnap Clairvoyance Counterspell Daylight Fly Gaseous Form Haste Major Image Slow Thunder Step
4th Level: Banishment Confusion Dimension Door Greater Invisibility Storm Sphere
5th Level: Cloudkill Creation Enervation Far Step Skill Empowerment Synaptic Static Telekinesis Teleportation Circle
6th Level: Arcane Gate Circle of Death Disintegrate Globe of Invulnerability Mental Prison Scatter True Seeing
7th Level: Crown of Stars Etherealness Finger of Death Plane Shift Power Word: Pain Reverse Gravity Teleport Whirlwind
8th Level: Horrid Wilting Power Word: Stun Sunburst
You could do it as a subclass, with a focus on teleportation, undoing wounds (with cure spells), slowing down the rate of ages (like the druid, or undying warlock). Automatically learn Haste/Slow at appropriate levels. The transmuter's philosopher stone to role back age, plus damage to objects as a special effect. Spell like a modified version of Gate, to enter the past. Many others could be skinned for the effect like snare or web.
A full class would be harder, but doable.
Buy
There have been a couple of versions done through several editions in the game, and at least one on DM's guild for 5e. So looking up those and buying into someone else's idea. Example (https://www.dmsguild.com/product/221525/Chronomancer-5e) I know nothing about this one...but again example.
Like TomDavidson suggests, figure out what spells have an effect similar to what you want, and then flavor them accordingly.
Basically, changing the frequencies of existence, causing himself and others and the area of affect to quite literally exist on a higher or lower plane, thus allowing for travel been the various realms, through time and across space.
This describes Plane Shift pretty close. I would then home brew in a higher level cast option that would allow travel through time as well (for farther back time periods)
at lower levels, any sort of teleportation effect can be express as "time travel". For example Misty Step, you stop time, and can move up to 30 feet before time starts again.
Yeah, this already exists. You just need to buy Explorer's Guide to Wildemount, then enable that's book's content. Chronurgy Wizards are OP because they can do things to mess with other creatures saving throws and arrange it so certain spells can be cast without concentration. It's one of those subclasses where the GM really needs to know what they are doing so that the abilities don't get abused by the player.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A character who has the supernatural ability to manipulate time, causing it to speed up or slow down.
I am sort of thinking of a custom/homebrew Warlock who has traded away his future for the ability to control time in the present.
So all his magic is temporal based, and as he gets up to higher levels, he becomes able to move himself and others through space and across realms by increasing or decreasing the speed at which the energies of the universe, that make up all life and matter vibrates at.
Basically, changing the frequencies of existence, causing himself and others and the area of affect to quite literally exist on a higher or lower plane, thus allowing for travel been the various realms, through time and across space.
I am not even sure if this kind of thing is even possible in d&d unless you are a God or something.
Is it at all possible and how would I make this character if it was?
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
It'll mainly just require thematic/color changes to existing spells; in general, you want spells that will move people around, slow them down, speed them up, etc., and will just need to change the effect description to make it the work of, say, temporal magic slowing down their molecules rather than elemental frost. But it'll work better as a sorceror than a warlock, I think, based on existing spell lists. All of the below spells are ones that I could easily imagine being recast (heh) as time/space magic:
Cantrips:
Booming Blade
Chill Touch
Frostbite
Lightning Lure
Mage Hand
Mending
Minor Illusion
Ray of Frost
Sword Burst
True Strike
1st Level:
Chaos Bolt
Comprehend Languages
Expeditious Retreat
Feather Fall
Shield
Silent Image
Sleep
Thunderwave
2nd Level:
Blindness/Deafness
Blur
Cloud of Daggers
Detect Thoughts
Hold Person
Invisibility
Knock
Levitate
Mind Spike
Mirror Image
Misty Step
See Invisibility
Shatter
Warding Wind
3rd Level:
Blink
Catnap
Clairvoyance
Counterspell
Daylight
Fly
Gaseous Form
Haste
Major Image
Slow
Thunder Step
4th Level:
Banishment
Confusion
Dimension Door
Greater Invisibility
Storm Sphere
5th Level:
Cloudkill
Creation
Enervation
Far Step
Skill Empowerment
Synaptic Static
Telekinesis
Teleportation Circle
6th Level:
Arcane Gate
Circle of Death
Disintegrate
Globe of Invulnerability
Mental Prison
Scatter
True Seeing
7th Level:
Crown of Stars
Etherealness
Finger of Death
Plane Shift
Power Word: Pain
Reverse Gravity
Teleport
Whirlwind
8th Level:
Horrid Wilting
Power Word: Stun
Sunburst
9th Level:
Gate
Power Word: Kill
Time Stop
Build vs. Buy
Build:
You could do it as a subclass, with a focus on teleportation, undoing wounds (with cure spells), slowing down the rate of ages (like the druid, or undying warlock). Automatically learn Haste/Slow at appropriate levels. The transmuter's philosopher stone to role back age, plus damage to objects as a special effect. Spell like a modified version of Gate, to enter the past. Many others could be skinned for the effect like snare or web.
A full class would be harder, but doable.
Buy
There have been a couple of versions done through several editions in the game, and at least one on DM's guild for 5e. So looking up those and buying into someone else's idea. Example (https://www.dmsguild.com/product/221525/Chronomancer-5e) I know nothing about this one...but again example.
Like TomDavidson suggests, figure out what spells have an effect similar to what you want, and then flavor them accordingly.
This describes Plane Shift pretty close. I would then home brew in a higher level cast option that would allow travel through time as well (for farther back time periods)
For short time travel, Time Stop exists.
at lower levels, any sort of teleportation effect can be express as "time travel". For example Misty Step, you stop time, and can move up to 30 feet before time starts again.
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
There used to be a Chronomancer class back in 2nd Edition, hopefully they could update it to 5e.
It still exists in Wildemount.
Wizard, subclass of "Chronurgy "
You get the subclass abilities and a few spells like Time's Ravage, Gift of Alacricity, Temporal Shunt, etc.
Yeah, this already exists. You just need to buy Explorer's Guide to Wildemount, then enable that's book's content. Chronurgy Wizards are OP because they can do things to mess with other creatures saving throws and arrange it so certain spells can be cast without concentration. It's one of those subclasses where the GM really needs to know what they are doing so that the abilities don't get abused by the player.