The Timekeeper is a special sorcerer that harnesses the power of time itself. These sorcerers have an innate connection to the fabric of reality, allowing them to manipulate time in various ways. Through their mastery over the temporal forces, Timekeepers can alter the flow of time, glimpse into the past and future, and even freeze or accelerate the movement of objects and creatures. With their unique abilities, they can shape the outcome of events and manipulate the course of history itself.
Sorcerer’s Sight
The spell ‘Druidcraft’, is added to your spell list at 1st level.
Mobility Warp
Upon choosing this archetype at first level, you gain the ability to alter the mobility of creatures. As a reaction, you can speed up or slow down a creature you can see. The affected creature’s walking speed changes by 10. This effect lasts for 10 minutes. This feature may only be used once per long rest.
Watcher’s Sight
Starting at 6th level, you gain the ability to see into the immediate future. You gain a bonus to initiative rolls, equal to your charisma modifier, and you gain expertise in perception.
Arcane Prediction
Starting at 14th level, you have an inner sense on what’s happening next. When a creature uses the feature multiattack against you, you are able to make a dexterity saving throw (as a reaction) to dodge it. This feature can only be used once per long rest.
Time Traveller
By 18th level, your affinity with the space-time continuum has reached its peak. As an action, you can summon a Time Machine. It takes the shape, size, and appearance of your choosing, but no bigger than 10ft tall and 10ft wide. The Time Machine is present for 1 minute, allowing you to walk through it. You may choose which time period or year to travel to. This feature may only be used once per day (return trips do not count to this total).
Expanded Spell List
At 18th level, the spell Foresight is added to your spell list.
Rollback Post to RevisionRollBack
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________ Check out my homebrew: My Homebrew
I like the concept. However, to make it more balanced, certain ajustments would undoubtedly be necessary.
Mobility Warp: Instead of lasting for 10 minutes, consider reducing the duration to 1 minute, which is more in line with other 1st level abilities. Also, consider allowing it to be used a number of times equal to your Charisma modifier (minimum of once), and all expended uses are restored after a long rest. You could make it progress with higher level by increasing the speed level and duration.
Arcane Prediction: To balance this feature, consider allowing it to be used a number of times equal to your Charisma modifier (minimum of once), and all expended uses are restored after a long rest,
Time Traveller: This is a very powerful ability. To balance it, consider adding some limitations or potential negative consequences. For example, each use could cost a significant amount of hit points or spell slots. Alternatively, the time travel could be limited to viewing past or future events without the ability to interact or change them.
maybe consider the Time Stop spell in high level features
The Timekeeper is a special sorcerer that harnesses the power of time itself. These sorcerers have an innate connection to the fabric of reality, allowing them to manipulate time in various ways. Through their mastery over the temporal forces, Timekeepers can alter the flow of time, glimpse into the past and future, and even freeze or accelerate the movement of objects and creatures. With their unique abilities, they can shape the outcome of events and manipulate the course of history itself.
Sorcerer’s Sight
The spell ‘Druidcraft’, is added to your spell list at 1st level.
Mobility Warp
Upon choosing this archetype at first level, you gain the ability to alter the mobility of creatures. As a reaction, you can speed up or slow down a creature you can see. The affected creature’s walking speed changes by 10. This effect lasts for 10 minutes. This feature may only be used once per long rest.
Watcher’s Sight
Starting at 6th level, you gain the ability to see into the immediate future. You gain a bonus to initiative rolls, equal to your charisma modifier, and you gain expertise in perception.
Arcane Prediction
Starting at 14th level, you have an inner sense on what’s happening next. When a creature uses the feature multiattack against you, you are able to make a dexterity saving throw (as a reaction) to dodge it. This feature can only be used once per long rest.
Time Traveller
By 18th level, your affinity with the space-time continuum has reached its peak. As an action, you can summon a Time Machine. It takes the shape, size, and appearance of your choosing, but no bigger than 10ft tall and 10ft wide. The Time Machine is present for 1 minute, allowing you to walk through it. You may choose which time period or year to travel to. This feature may only be used once per day (return trips do not count to this total).
Expanded Spell List
At 18th level, the spell Foresight is added to your spell list.
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
I like the concept. However, to make it more balanced, certain ajustments would undoubtedly be necessary.
Mobility Warp: Instead of lasting for 10 minutes, consider reducing the duration to 1 minute, which is more in line with other 1st level abilities. Also, consider allowing it to be used a number of times equal to your Charisma modifier (minimum of once), and all expended uses are restored after a long rest. You could make it progress with higher level by increasing the speed level and duration.
Arcane Prediction: To balance this feature, consider allowing it to be used a number of times equal to your Charisma modifier (minimum of once), and all expended uses are restored after a long rest,
Time Traveller: This is a very powerful ability. To balance it, consider adding some limitations or potential negative consequences. For example, each use could cost a significant amount of hit points or spell slots. Alternatively, the time travel could be limited to viewing past or future events without the ability to interact or change them.
maybe consider the Time Stop spell in high level features
My Homebrew: Spells Subclasses