Warlock
Base Class: Warlock

Your patron is an ageless being who navigates, oversees, or even transcends time. They may view this extraordinary task to be a mundane duty as a custodian or bureaucrat, or they may claim it to be a higher calling, defending against existential dangers. They may be an eccentric alien who delights at adventure, a rigid and clandestine organization burdened with responsibility, or more complex entity with paradoxical machinations. Regardless, you have bargained with them in exchange for the secrets of time magic and a fraction of their power.

Temporal Spellcasting
As a Timeless warlock, some of your magic may appear unusual. For example, casting mending may look as if you are reversing time for the object, while casting inflict wounds may appear as if you are causing the creature to rapidly age. Be creative and flavor different spells to your liking, but take care not to change the effect (e.g. you may use mending to "rewind time" on a torn-up contract, but mending cannot un-sign it). You may also think of ways to rationalize the spell's limitations (e.g. mind spike tells you the target's place in the present, but where they will be remains "too probabilistic to determine").

Expanded Spell List

The Timeless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Timeless Expanded Spells
Spell Level Spells

1st

gift of alacrity, inflict wounds

2nd

fortune's favor, hold person

3rd

haste, slow

4th

divination, summon construct

5th

temporal shunt, modify memory

Bonus Cantrips

At 1st level, you learn the mending and guidance cantrips. They count as a warlock cantrips for you and don’t count against your number of cantrips known.

Pause Button

Starting at 1st level, your patron bestows upon you a limited ability to pause time. As an action, choose a number of creatures up to your Charisma modifier that you can see within 10 feet of you. Those creatures must succeed a Constitution saving throw against your warlock spell save DC or be encased in a field of magical energy until the end of your next turn or until damaged. While encased in this way, the creature is incapacitated and has a speed of 0.

Once you use this feature, you can’t use it again until you finish a short or long rest.

No Time For Trivialities

Starting at 6th level, your body becomes imbued with stasis magic, making it impossible for you to physically age beyond adulthood. In addition, you no longer need to eat, drink, or sleep.

Your focus is instead drawn toward perfecting temporal calculations related to the near future. At the end of a long rest, roll three dice that are not d20s. Record the numbers rolled and type of die used. You can use these calculated rolls to replace any roll of an equivalent type, provided the roll is made by you or a creature that you can see (for example, a d100 can replace a sorcerer’s wild magic surge, but not a cleric’s guidance roll). You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Temporal Correction

Starting at 10th level, you acquire the ability to correct temporal anomalies and suspected anachronisms. You learn the banishment spell, which does not count against your warlock spells known. When you cast it, you may alter the spell description to refer to other times instead of other planes. If you do, when the spell ends, roll a d20 for each creature banished. If the result is 4 or less, the target does not return and is instead displaced somewhere past or future at your DM’s discretion.
DM Tip: A creature banished to the future can return any point in time in your campaign. Though you may have it appear a mere six seconds into the future, there is greater opportunity to have it reappear at a time that's humorous or inconvenient for your players, or beneficial to the plot or pacing of the game. Likewise, a creature banished to the past can be used to explain gaps in the story, alter the campaign in unforeseen ways, or quietly expand your world's history. For example, if a sea serpent is banished to the past, you may describe a player character remembering a "silly rumor" about a sea serpent attack in a distant land-locked kingdom.

Save Point

Starting at 14th level, you are able to temporarily sync your surroundings to the flow of a different timeline. Preparing the save point takes 1 minute and affects a 20 foot radius sphere centered on you. During this time it appears as if a large bubble is coalescing around you, refracting random and distorted images of mundane events. If something passes through the bubble in either direction during this minute, it pops and the magic is immediately interrupted.

Otherwise, all time outside of the save point is frozen for 12 hours or until the bubble is broken, after which you are unable to use this feature again for 1+1d4 days.

Recalibrated Pause

Starting at 14th level, your pause button is more effective. Creatures who succeed on the saving throw must succeed an additional Constitution saving throw against your spell save DC or be placed under the effect of the slow spell until the end of your next turn or until damaged.

Previous Versions

Name Date Modified Views Adds Version Actions
9/29/2021 8:02:23 PM
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