Base Class: Warlock
(Note from creator: I found the original by Lucian Astaroth on GMBinder and Reddit. I just made some minor tweaks and put it on D&D Beyond)
Your patron is a being of far beyond the material plane, one who watches over the flow of time, who acts as judge and jury to those who break the laws of the universe.
The executioners however, are selected individuals from across the planes who they deem worthy. These warlocks may be keepers of knowledge, the eyes and ears of the Timekeeper, or those who are sent to hunt who would bend the flow of time to their will.
Often they come into this service when on death's door, crying out for more time, that they were taken too soon. The One beyond Time stays their flow, keeping them on this earth and granting them years beyond their own.
The stress of forming a pact can affect a creature's mannerisms. At your option, you can pick from or roll on the Timekeeper Quirks table to create a quirk for your character.
| d6 | Quirks |
|---|---|
| 1 | One of your eyes holds a moving fractal timepiece in it, which glows slightly. |
| 2 | Clocks freeze when you are near, and then quickly catch up as soon as you leave. |
| 3 | You begin counting seconds when you're stressed. |
| 4 | Sand near you swirls in helical patterns. |
| 5 | You have a tattoo that changes shape and location every hour of the day. |
| 6 | You emit a tick-tock sound while deep in thought |
The One beyond Time Features
| Warlock level | Features |
|---|---|
| 1st | If I could turn back time, Law of Equality, Time Thief |
| 6th | Mortal Coil Control, Time Bandit |
| 10th | Temporal Syphoning |
| 14th | Offering to the Timestream |
Expanded Spell List
| Warlock Level | Spells |
|---|---|
| 1st | sanctuary, feather fall |
| 3rd | aid, augury (Note from creator: if available use fortune's favor and wither and bloom) |
| 5th | slow, haste |
| 7th | fabricate, locate creature |
| 9th | modify memory, reincarnate |
| 13th | delayed blast fireball |
| 17th | time stop |
If I could turn back time
At 1st level, you learn how to reverse the flow of time and switch timelines. As a reaction to taking damage you can instead ignore the damage and teleport to an unoccupied space within 10ft. of you.
Once you use this feature, you can't use it again until after a short or long rest.
The distance you can teleport increases to 20ft at 6th level, 40ft. at 10th level and 60ft at 14th level.
Law of Equality
All are made equal before the timekeeper. At 1st level, your remaining lifespan is set to 100 years from when you make the pact with the Timekeeper, regardless of your race or current lifespan. Additionally, you are acutely aware of your own mortality, and know exactly how many years you have left at all times.
Time Thief
At 1st level, you can attempt to steal a little of someone's time. Once per turn as a bonus action, when you deal damage to a creature with a spell or they fail a saving throw against your spell, they must make a Charisma saving throw against your spell save DC. On a failed save, their lifespan is reduced by 1 year and your lifespan increases by 1 year. If the creature dies from the damage of the spell, they automatically fail the saving throw.
Mortal Coil Control
At 6th level, when you finish a long rest you can choose to become an elderly, middle-aged or childlike version of yourself. Each confers their own benefits. You may grant yourself advantage on an Intelligence, Wisdom or Charisma check for each of the versions respectively. (Note from creator: each time you change it, you have to do it in the character creator, in order for it to work and be displayed on the character sheet)
Childlike
You become a childlike version of yourself, giving you advantage on Charisma Ability Checks.
Elderly
You become an elderly Version of yourself, giving you advantage on Intelligence Ability Checks.
Middle aged
You become a middle aged Version of yourself, giving you advantage on Wisdom Ability Checks.
Time Bandit
At 6th level, when you use your Time Thief ability you can choose to empower it. On a failed saving throw, the creature loses their reaction if they have one remaining, and you gain an additional reaction for this round. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Temporal Syphoning
At 10th level, you are able to cast either haste or slow once per day without expending a spell slot. (Note from creator: even if you haven't reached level 15 yet, it will be displayed on the character sheet as if u could cast both haste and slow once per day. I didn't know how to fix that. So until you reach level 15 you unfortunately have to be honest with yourself ;)...)
Additionally, you may use the following features once while casting either spell:
Slow: When a creature under the effects of slow makes an attack roll, ability check or saving throw, you can use your reaction to switch their timeline and force them to roll again, taking the second result. They still retain any additional effects or modifiers on the second roll, e.g. advantage, disadvantage, inspiration.
Haste: If the spell ends prematurely on a creature other than yourself, you can use a reaction to syphon some of their speed, gaining the benefits of the Haste spell until the end of your next turn. You do not suffer the negative effects of Haste ending when using this feature.
At 15th level, you are able to cast both haste or slow once per day without expending a spell slot
Offering to the Timestream
At 14th level, you may sacrifice an additional spell slot and 10 years of your lifespan when casting a spell to create one of the following effects, depending on the duration of the spell:
-
Eternal: When casting a spell with a duration of 1 min or greater, you can multiply it's duration by 10 to a maximum duration of 48 hours. If the spell would end for any reason than it's duration being reached, you may use your reaction to recast the spell with it's original duration and without expending a spell slot. You must select the same targets. If a target is no longer within range of the spell, the spell fails.
-
Ternary: When casting a spell with the duration of instantaneous, you can choose to begin channeling the spell. Channeling a spell requires your concentration. On subsequent turn that you are channeling, you can attempt to cast that spell again. To do so, you must succeed on a Charisma check with a DC of 8 + 3 per the number of successful castings of the spell while channeling (1st subsequent casting DC 11, 2nd subsequent casting DC 14, 3rd subsequent casting DC 17, and so on...).
Once you use this feature, you can't use it again until after a long rest.
Comments