Warlock
Base Class: Warlock

You have agreed to the tutelage of the Otherworldly Patron known as the Time Traveler. After countless aeons of traveling through space, time, and the dimensions both between and connecting, the Time Traveler has found the next stage of their existence... but before they move on, they must pass down their knowledge and powers to an apprentice, just as they once received pact magic and training from their master. It is a strange path you will walk, one the Time Traveler has often set up for you well in advance, but if you survive, all of time and space is yours for adventure.

Being the Time Traveler's Apprentice comes with a potentially enormous amounts of rules and counterbalances for your newfound powers. Some rules you shouldn't break, and some actions the universe will not allow you to take. This subclass has the potential to completely ruin a campaign, so be sure to thoroughly discuss what your DM will and won't allow you to do, and don't push it... talk a lot with your DM about your purpose for being there, as Time Traveler's often protect timelines and sequences of events they care about, and their abilities are often handicapped by emotional connections to those who do not or cannot walk the same path.

Expanded Spell List

The Time Traveler 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.

Fiend Expanded Spells

Spell Level

Spells

1st

absorb elements, disguise self

2nd

detect thoughts, zone of truth

3rd

glyph of warding, blink

4th

freedom of movement, resilient sphere

5th

telepathic bond, modify memory

Time Traveler Specific Eldritch Invocations

Beginning at 1st level via the Bracers of Time & Space, and later on of your own powers, you learn the Time Traveler specific Eldritch Invocations of Travel Through Time and Pass Through Space. Later on you will learn Interdimensional Jump, but for now you may only use the Interdimensional Jump Portals your master has set up for you in advance.

Travel Through Time

As a bonus action, you may do one of the following:

  • Freeze/slow down time to allow you to focus on a specific attack, giving you advantage on a roll of your choice; however, you must apply this advantage before you roll
  • Freeze only yourself in time for a specified amount of rounds or period of time; for the duration, you are an immortal object; you see and hear everything around you happening as though it were in fast forward, however nothing you do can bring you out of this time lock until the pre-specified amount of time has passed
  • Reverse time up until the last time you used Travel Through Time or Interdimensional Jump 
Pass Through Space

As a bonus action, you may teleport to a place of your choice on any plane you are on/in.

Interdimensional Jump

As an action, you may jump to any time, space, or dimension that you comprehend.

Bracers of Time & Space

Starting at 1st level, when you receive a blue bracer of time and a green bracer of space. Add Bracers of Time & Space to your inventory. The Time Traveler you are apprenticed to probably called them "your training wheels". Until you figure out time travel and teleportation on your own, you must rely on the Bracers of Time & Space instead.

The green bracer has 5 stored charges of Travel Through Time and the blue bracer has 5 stored charges of Pass Through Space. Expended charges take an hour to recharge.

From the moment you don the bracers as the final symbol of your entering into this Time Traveler's Apprentice pact, your body ceases to change. You don't need to eat, drink, or sleep but you may choose to if you want. You can't die of old age, and while physical damage and poisoning and the like still affect you, you heal by a regenerative process where your damaged form slowly reverses until it once again reaches the form you had when you first became a warlock. Your hair even regenerates, so you're stuck with the same hairdo options for the rest of your life. If you were lucky, the Time Traveler informed you of this and cast a major healing spell on you just prior. If not, any medical conditions you experienced at that time persist at the exact same intensity.

Temporal Disruption

Starting at 6th level, you gain access to Interdimensional Jump by a coordinated release of a charge from both bracers simultaneously. This disruption of the natural order of time and space creates a field of temporal residue around you after jump. For the duration (8 hours), it's as though Foresight has been cast on you, and creatures that can sense temporal residue will notice it on you and things you touch.

If 8 hours have not passed before a second jump, all the advantages of Foresight are reversed as you find it very difficult to discern exactly when and where reality is happening around you. For the remainder of those 8 hours, you gain the effects of the spell Blur with the exception that it is not an illusion.

If an additional jump is undertaken within those 8 hours, your body starts showing signs of further temporal dissonance. Roll a Constitution saving throw. The previous effects carryover until it has been 8 hours since your last jump, and on a failed save you feel nauseous and the DM can ask you to make additional Constitution saving throws at anytime. On further failed saves, the effects of the Blink spell are applied to you with or without your will.

If more than three jumps are attempted within an hour, the same effects are triggered but any Constitution saving throws are made at disadvantage. A natural 1 causes your body to fragment into the fabric of space time for 3d10 minutes, and upon being reformed you take 3 psychic damage for every minute spent fragmented.

Time Traveler Invocations

Starting at 10th level, you know all three of the Time Traveler's Apprentice specific Eldritch Invocations by heart: Travel Through Time, Pass Through Space, and Interdimensional Jump.

In addition, you suffer none of the ill effects caused by using the Bracers of Time & Space for Interdimensional Jump.

Companionship

Starting at 14th level, when you use a Time Traveler Invocation, you may take up to 5 willing creatures with you or up to 3 unwilling creatures. You may also apply the effects to 1 willing creature without applying them to yourself. Ill effects from Interdimensional Jump apply to anyone who travels with you.

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

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