Base Class: Warlock
You have made a pact with a future version of yourself, drawing on your own power through a near-endless loop of bootstrap paradoxes. Each time you use your power, you are relying on your future self sending the power backwards in time to you, along with advice and foresight. You might gain your powers through a time machine your future self once used, or through a magical device that can see into the future.
Expanded Spell List
The Paradox 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.
Paradox Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
Temporal Loan
Starting at 1st level, you may cast a number of additional spells per day equal to your proficiency bonus. Each time you cast a spell in this way, it is treated as if you cast it with a warlock spell slot, and cannot be a level higher than you can cast with a warlock spell slot. Casting a spell in this way adds that spell to your Time Debt, which can hold no more spells than twice your level. Within 7 days of adding a spell to your Time Debt, you must cast the spell again in a ritual that has no effect beyond sending the spell back to your previous self. If you have not paid off a Time Debt within 7 days of casting the original spell, you lose 1 maximum hit point per level of the Time Debt spell. This effect can stack, though not reduce you to 0 maximum hit points. These maximum hit points are returned when you pay off the Time Debt.
Glimpse of the Future
Starting at 6th level, you can use your future self's knowledge to avoid attacks at a cost. When you are attacked or make an ability check, you can use your reaction to activate this feature. If used against an attack, the attack misses. If used when you make an ability check, treat the roll as a 20. Once within an hour of using this feature, the DM can decide to make an attack against you automatically hit, or cause one of your ability checks to count as a roll of 1.
Once you use this feature, you cannot use it again until you finish a long rest or spend 2 hours communicating with your past self about what to do, which cannot be done as part of a short rest.
Paradox Loop
Starting at 10th level, you use an action to make an anchor in time, connecting yourself and up to 8 other willing creatures to it. As an action within 10 minutes of making the anchor, you and the other creatures travel back in time and space to the point at which you made the anchor, with all of the knowledge gained remaining, but not any other changes to the creature. Once you travel back to the anchor or if you die, the anchor is destroyed.
Once you make an anchor using this feature, you cannot make one again until you finish a long rest.
Break Time
Starting at 14th level, you can break the temporal flow, causing time to pass differently for different creatures. As an action, choose a number of creatures of up to your charisma modifier(minimum of 1) within 60 feet of you. Each creature is either subjected to the slow spell(saving throw still required), or gains the benefits of the haste spell(Your choice for each creature). None of the spell effects require concentration, but if you die, time resumes to normal for the targeted creatures.
Once you use this feature, you can’t use it again until you finish a long rest and pay off any Time Debts you may have.
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