Warlock
Base Class: Warlock

(Part of the Payment Series)

You have made a pact with a being who exists outside of time, and uses it as a resource to be traded. They have taught you how to steal the time of others around you, and how to use it to boost your magical effects.

Expanded Spell List

The Time Thief 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.

Time Thief Expanded Spells
Spell Level Spells

1st

magic missile, zephyr strike

2nd

augury, fortune's favor

3rd

haste, slow

4th

banishment, blight

5th

bigby's hand, steel wind strike

Time is up for Grabs

Starting at 1st level, you gain a number of year points equal to the number of years your natural lifespan has remaining (ie, if you are a 20-year-old Human, you have 80 years left and gain 80 year points). For each year that passes as your character, you lose 1 year point. If you ever have 0 year points, your character immediately dies of old age. You may be resurrected as if you did not die of old age if the resurrector and anyone around them pays years equal to half your natural lifespan, and you come back with that many year points. Whenever you deal force or necrotic damage to a target, you may gain a number of year points equal to the number of damage dice rolled. The target then loses that many years, which may cause them to die, it is up to the DM's discretion.

Killing Time

You may use year points to provide any of the following effects:

-Quickened Casting: You may use a number of Year Points equal to the level of a spell times twice the number centuries of your natural lifespan (rounded up) to cast a spell that has a casting time of an action as a bonus action on your turn.

-Time is Mana: You may use a number of Year Points equal to the level of your spell slots times five times the number of centuries of your natural lifespan (rounded up) to regain a spell slot.

-Hindsight is 20/20: You may expend a number of Year Points to view a location and the events that have happened there in the past. You are able to see what happened in a 30ft radius location at a time a certain time ago. See below for the Year Points needed.

Up to 1 Hour Back: 1 Point

1 hour to 24 Hours Back: 2 Points

24 Hours Back to One Week Back: 4 Points

One Week Back to One Month Back: 6 Points

One Month Back to One Year Back: 8 Points

-No Rest for the Wicked: When you die, you may use half your natural lifespan in Year Points to come back to life with half your maximum HP

 

The Clock is always Ticking

Starting at 6th level, you can peer into other people's timelines and see how long they have left. As an action, you may make a History check, with a DC equal to the CR or level of one creature you can see within range. If you succeed, you learn how many years this creature has before it dies of old age (Their total years are equal to their natural lifespan minus 20 + 2d20). You have advantage on all persuasion and intimidation checks made against the target until you finish you a short rest.

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

You also gain an improvement to your Killing Time: Hindsight is 20/20 feature: You may now expend 10 year points to look back anywhere from 1 year to 10 years.

Future Sight

Starting at 10th level, you can peer into the future and see an upcoming event. As a bonus action, you may pay a number of year points equal to ten times the number of centuries in your natural lifespan (rounded up). You choose skill check, saving throw, or attack roll as well as choose a creature you can see within 30ft of you, or yourself. The chosen creature gets advantage on the next roll of the chosen type.

You can use this ability a number of times equal to your Charisma modifier (min. 1). You regain all expended uses when you finish a short or long rest.

You also gain an improvement to your Killing Time: Hindsight is 20/20 feature: You may now hear everything that occurs in the chosen space.

Time, the One Thing you can Never Get Back

Starting at 14th level, when you hit a creature with an attack or spell attack within 30ft of you, you can use this feature to instantly transport the target through it's own timestream. The creature disappears and hurtles through a the time vortex.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space and takes 5d10 necrotic damage as it reels from its incomprehensible experience. This damage overcomes resistances and treats immunity as resistance. The target also loses an additional 5 years, and you gain 5 Year Points.

You can use this feature a number of times equal to your Charisma modifier (min. 1). You regain all expended uses when you finish a long rest, or 1 use when you finish a short rest.

You also gain an improvement to your Killing Time: Hindsight is 20/20 feature: You may now expend 12 year points to look back anywhere from 10 year to anytime before this.

Previous Versions

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12/14/2022 3:24:38 AM
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