Base Class: Artificer
As every competent crafter undoubtedly knows time is a finite resource, one we are all subject to. What happens when time is no longer the enemy but tool to be utilized. The Horologist binds the strands of time into a pocket watch and exerts a small measure of its might.
True Clock- Isochronom
As an action, choose a target within 30ft. Form a time echo of the target and replay the last action the target expended, upon desired target, unable to target self. You are stunned until the start of your next turn. You may use this ability twice a long rest.
True Clock- Allotment
As an action, reduce your movement to zero. Target a creature within 30ft of you, target must make a Wisdom save vs your spell DC plus your proficiency mod or fall under one of the following effects, an ally may choose to fail the save willingly.
1- The target is incapacitated until the end of their next turn.
2- The target gains the effects of a long rest.
Once the skill has been used all attacks against the caster are at advantage until the start of his/her next turn. The caster suffer one negative level of exhaustion.
True Clock- Temporal Domain
As an action you manifest a portion of the temporal prime with in a 35 foot sphere centered on you lasting 1 minute. While the sphere is active your are granted 24 strands of time, used to power your new temporal abilities represented by hours, minutes and seconds.
Hours- Each Ability costs 12 strands of time.
Minutes- Each ability costs 8 strands of time.
Seconds- Each ability costs 4 strands of time.
Hour of temporal stasis
Spend 12 strands of time, target up to a number of creatures equal to your spell casting modifier within the temporal sphere. Each target must make a save vs your spell dc or fall under the effects of stun until they are damaged or have the effect removed.
Hour of the Hero
Spend 12 strands of time, target an ally with in the temporal sphere. For the duration of the sphere the targeted ally may take an additional action each turn.
Minute Casting
Spend 8 strands of time, target an ally. Targeted ally may now cast an additional spell per turn while the temporal sphere remains.
Minute Handicap
Spend 8 strands of time, target a hostile. Target must make a wisdom save vs your spell dc or all ranged attacks with in the sphere are at disadvantage for the duration of the sphere .
Second chance
Spend 4 strands of time, target an ally. The target may move up to their movement speed without provoking attack of opportunity.
Second rate
Spend 4 strands of time, target a hostile. The target has its movement speed reduced by a d20 until the start of his/her next turn.
Paradox
As a reaction within the temporal sphere you may prevent damage from any singular source, erasing it form time. Each time this ability is used once the temporal sphere expends the caster suffers a negative level and loses 10 max hit pints per use.
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