Base Class: Bard
5e Bard subclass
Bonus Proficiencies
When you join the College of Time at 3rd level, you gain proficiency with medium armor and firearms.
Flesh Engine
At 3rd level, you can draw from the life force in your very own body to regain expended uses of Bardic Inspiration.
As a bonus action, you immediately take 6 damage that cannot be reduced or increased in any way, and age 10 years. In return, you regain a single use of Bardic Inspiration. You may not use this feature to gain a use of Bardic Inspiration if you are already at maximum capacity.
You can use this feature an amount of times equal to your bard level divided by 2, rounded up. You regain all uses of this feature at the end of a long rest. Additionally, any amount of aging that you had gone through due to this feature since your last long rest is undone, returning you to your natural age.
Temporal Grasp
At 3rd level, you can now use Bardic Inspiration to affect the flow of time around a single creature in a harmful way. Like normal, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you.
Once within the next 10 minutes, that creature is forced to subtract your Bardic Inspiration die from a single roll of your choice. You can wait until after the creature's roll before using this feature, but you must decide before the DM says whether the roll succeeds or fails. Once you force the creature to subtract your Bardic Inspiration die from one of its rolls, this effect ends.
Each time you use this feature on a creature, one of the following effects of your choice occurs:
Temporal Chains. You summon invisible chains from the ground to slow a creature's movement. The creature must roll a Strength saving throw. On a fail, they are put under the effects of the slow spell until the end of your next turn, without the need for you to maintain concentration.
100 Years of Agony. You cause a creature to re-experience the worst pain that they've ever felt. The creature must roll an Intelligence saving throw. On a fail, they take an amount of psychic damage equal to your proficiency bonus.
Hallucinations. You bring a creature's own traumatic memories to life in front of their eyes, visible only to them. The creature must roll a Charisma saving throw. On a fail, they become frightened of you for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Blink
At 6th level, when you take the dash action, you can choose to blink instead. Blinking is functionally the same as dashing, except that you magically teleport to the location at the end of your dash instantly, and you can only blink to locations that you have a straight line of unobstructed view to. This includes areas blocked by a see-through material, like glass. When moving using this feature, you do not provoke opportunity attacks, and you can move to locations that you might not normally be able to walk to, such as an area blocked by metal bars, or an island floating high up in the air.
After using this feature, your next attack with a weapon within 60 seconds deals an amount of damage equal to your proficiency bonus in your choice of radiant or necrotic damage.
You can use this feature an amount of times equal to your proficiency bonus. You regain all uses of this feature at the end of every long rest.
Spell Eater
At 14th level, you gain the ability to absorb spells that have been cast at you, preventing their effects. As a reaction, when you or a creature within 5 feet of you is targeted by a spell that affects only a single target, you can roll a Charisma saving throw, the DC of which is equal to 13 + the spell’s level. If the spell that you are trying to absorb is of 1st level or lower, then you automatically succeed the Charisma saving throw. On a success, the creature's spell fails and has no effect, and you gain the ability to cast that spell one time without needing to use any spell slots or material components.
If you are within 5 feet of the spellcaster, then you may attempt to absorb any spell that they cast, even ones that affect multiple targets or an area such as slow or fireball. You may not absorb spells that they are casting on themselves.
You can cast the spell that you absorbed using this feature at any time before finishing your next long rest.
Once you successfully absorb a spell with this feature, you can't do so again until you finish a long rest.
Comments