Level
2nd
Casting Time
1 Reaction *
Range/Area
30 ft.
Components
V, S, M **
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect

You opportunistically twist time, accelerating its flow around yourself to turn the tides of battle. 

You cannot cast this spell during your turn or when prompted to make a saving throw.

You can choose from the following options, immediately preforming them as chosen. You may choose these options more than once, however you must not exceed what you could perform as if it were your turn during the casting of this spell.

• Move up to 10 feet; this movement does not provoke opportunity attacks.
• Make a weapon attack.
• Shove or Grapple a creature.
• Cast a Paladin spell of instantaneous duration.
• Expend 5 Hit Points from your Lay On Hands pool.
• Use the Channel Divinity feature.
• Interact with an object.


For each option chosen, suffer 1d6 force damage, which can’t be reduced in any way, as you unnaturally force yourself against the normal flow of time. If you cast this spell two or more times before completing your next long rest, you suffer an additional 1 force damage per option for each casting after the first.

Attack rolls made by you during this spell have advantage against creatures with a passive perception lower than your spell save DC, as you move faster than they can react. 
The flow of time resists movement; if moving a creature would require a contested roll, they instead must make a constitution saving throw with a DC equal to the ability check made. On a success the creature remains in place, on a failure they move as specified by the cause of the ability check.

If, after the casting of this spell, you occupy a space on the line between an attacking creature and its target, you become the target of that attack instead. If a creature other than you is the target of an attack roll and moves 5ft or more during the casting of this spell, the attacker must reroll the d20 and use that roll but misses if the creature is no longer in range. If, after the casting of this spell, a creature other than you moved 5ft or more and is within an area of effect causing them to make a saving throw, that creature must reroll the d20 and use the new roll. However, if a creature's movement caused it to move outside the area of an effect causing them to make a saving throw, they automatically succeed and take no damage. 

 

 

* - which you take when another creature you can see within 30ft of you is hit by an attack or makes a saving throw ** - (a timepiece or hourglass)

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2023 2:44:49 AM
7
1
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Coming Soon
Derpingmuffin

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