Artificer
Base Class: Artificer

As a Time Winder, you specialize in using Arcane Timepieces that can draw upon moments from other timelines. Through careful study of the flow of time and what is capable with modern magics, you have finally cracked the code and engineered a unique device that can access past and future versions of yourself and others. It's a prototype, and the only one of its kind, making it an easy reference point to find in other timelines. While this makes its operational range limited, the data that practical use will give you is exhilarating to think about!

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Time Winder Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Time Winder 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
Spells
3 Bane, Bless
5 Hold Person, Enhance Ability
9 Counterspell, Slow
13 Death Ward, Divination
17 Modify Memory, Hold Monster

Arcane Timepiece

Upon adopting this specialization at the 3rd level, you have successfully crafted a functional Arcane Timepiece; an implement that allows you to create Chronal Anchors in the timeline. You can decide the appearance of your Arcane Timepiece, and its range is 15 ft.

When a creature within range of your Arcane Timepiece makes an attack roll, ability check, or saving throw, you can use your reaction to mark your Arcane Timepiece and record the number that was rolled. This is a Chronal Anchor, which is a moment in time that you have stored in your Arcane Timepiece.

Whenever you or a creature within range of your Arcane Timepiece would make an attack roll, ability check, or saving throw, you can use your reaction to mark your Arcane Timepiece and expend one of your Chronal Anchors, using what was rolled at the time you created it instead of rolling.

You can create a Chronal Anchor twice per long rest at the 3rd level. The amount of times you can create a Chronal Anchor per long rest increases as you gain levels in this class. Three times at 9th level. Four times at 15th level. You lose any created Chronal Anchors you haven't used when you complete a long rest.

Only you can utilize the full potential of your Arcane Timepiece. To another creature, it simply looks like a complicated clock. If you lose your Arcane Timepiece, you can produce a new one over the course of a long rest by spending an amount of gold equal to 10 x half of your artificer level, which represents the exotic and strange materials and magics that fuel it.

Clocking In

You’ve learned to channel some of the excess energy it takes to create and expend Chronal Anchors from the past in order to improve your present. Starting at 5th level, whenever you create a Chronal Anchor, you and friendly creatures within range of your Arcane Timepiece gain a number of temporary hit points equal to your Intelligence Modifier (minimum of 1) + half your Artificer level.

Additionally, you can use your bonus action to expend a created Chronal Anchor and regain a spell slot of 2nd level or lower rather than using the stored roll.

Closed Loop

Starting at 9th level, you’ve figured out how to synchronize your Arcane Timepiece with both future and past versions of it. Once per long rest, as an action, you can expend one of your Chronal Anchors to summon any inanimate magical or non-magical object you choose that is no larger than 10 feet in any dimension that appears within range of your Arcane Timepiece. This object disappears after 10 minutes. After the object you summoned disappears you become obsessed with preserving the timeline. You become incapable of taking a long rest until you find the object you had previously summoned and send it back to yourself. When you find the object that you summoned you must touch it then use an action to send it back in time to yourself through your Arcane Timepiece. The object disappears for 10 minutes then reappears in the same spot it disappeared from.

At the DM's discretion the item you attempt to summon may not appear if you would be unable to touch it before your next long rest. Instead a different object of the DMs choice that will be similarly helpful to the situation at hand will appear. For example, if you are trying to open a locked door you might use this ability to summon the door's key. However the DM knows that the key to this door was lost 100 years ago and you would not be able to find it, so instead you might receive a spell scroll containing the knock spell which happens to be lying on a table on the other side of the door.

Overclock

You have finally figured out how to increase the amount of physical space your Arcane Timepiece can reference in any timeline. At 15th level, the range of your Arcane Timepiece increases to 30 ft. Additionally, once per long rest, you can use a bonus action to expend a created Chronal Anchor. Select a number of creatures within range up to 1 + your Intelligence Modifier (minimum of 1). You replace each selected creature’s next d20 roll with the expended Chronal Anchor.

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