Base Class: Bard
The College of Time is open to a select few amount of people. A prerequisite to this college is the Reading Steiner ability. Only a select amount of people in the world of Malort are born with it. The Reading Steiner ability allows an individual to retain all of their memories after a change in time occurs that changes a world line or alters reality in some other way. You need to have Reading Steiner in order to find the college in the first place only to be met with very intensive trials to make an individual understand the complexities of time and the consequences manipulating time has. The College of Time has an average of 100 students sign up a year and only 3-7 pass the trials, the others go to easier colleges or try to find easier time based classes.
Once you join this college, a Time Bard learns how to manipulate time in multiple ways to not just give themselves large benefits, but their allies as well. However, time manipulation can be chaotic and have very unexpected consequences, as a result, Time Bards rarely live to be that old unless they are very lucky. Many have been killed or wiped out of existence from their time manipulation to a point only the brave or crazy would strive to become a Chronomancer.
Simply being a Time Bard puts you at risk to being killed at any second due to the Time Enforcers, a group of Rangers devoted to stopping those who drastically change the flow of time. The Chaotic nature of the Time Bard's manipulation may cause some red flags and cause them to be hunted down by the Time Enforcers. Additionally, there are are many people in Malort who seek out Chronomancers, especially Time Bards, to help them with an almost impossible request. When a Time Bard inevitably turn down these people, some send up killed on the spot.
The College of Time is very exclusive, prestige, and powerful. There are many risks involve in this way of life, but in return you are given a large amount of power for not only you but your allies as well.
List of Time Tables
Here are the Tables used for this class:
Note: These may not appear in some places. You might need to access the Details Page of this subclass to see these tables. The are put into Spoiler form for simplicity and clutter. The order of the Spoilers are as follows: Time Inspiration, Negative Effects, Weird Effects, Cosmetic Effects, and Positive Effects.
Time Inspiration Table
|
D12 |
Effect |
|
1 |
Nothing Happens |
|
2 |
Roll on the Negative Effects Table |
|
3 |
Roll on the Weird Effects Table |
|
4 |
Roll on the Cosmetic Effects Table |
|
5 |
Roll on the Cosmetic Effects Table |
|
6 |
Roll on the Positive Effects Table |
|
7 |
Roll on the Negative Effects Table |
|
8 |
Roll on the Cosmetic Effects Table |
|
9 |
Nothing Happens. You may revert any changes that these tables may have given you. |
|
10 |
Reroll on this table twice ignoring results of a 10 * |
|
11 |
Roll on the Weird Effects Table |
|
12 |
Roll on the Positive Effects Table |
* - if your Bardic Inspiration die is a d10 also ignore results of 1, 6, and 9
Negative Effects Table
|
D20 |
Effect |
|
1 |
At the beginning of your turns, start rolling death saves, even if you are still alive and well. These stop if you succeed or fail three times. Nothing can stop these death saves. These reset if you go unconscious during this time or your HP hits 0. |
|
2 |
You gain two levels of exhaustion. |
|
3 |
You become paralyzed for one turn. (Or one minute out of combat) |
|
4 |
You become blinded for the next 1d4 turns. (1d4 hours out of combat) |
|
5 |
You are under the effects of a silence spell for the next 1d6 turns. (1d6 hours out of combat) |
|
6 |
You gain very bad tinnitus for the next 1d6 turns. During that time, you are deafened. (1d6 hours out of combat) |
|
7 |
You recall a traumatic memory from your past or a detrimental intrusive thought. Your mind is affixed on this memory or thought. You gain disadvantage on the next four attack, ability, or saving throw rolls. This memory or thought goes away after the four rolls are resolved. |
|
8 |
Your legs become frozen in time. You are restrained until you pass a DC20 Constitution saving throw at the start of your turn. This DC decreases by 2 for every failed attempt. |
|
9 |
You recall a past memory or intrusive thought that makes you hesitate. Until your next turn, you cannot take reactions, you have disadvantage on saving throws, and enemies have advantage on all attack rolls against you. |
|
10 |
You gain a massive nosebleed and must forgo your next 1d2 turns to stop it. |
|
11 |
You gain one level of exhaustion. |
|
12 |
You take the form of a less protected version of yourself. You gain vulnerability to all damage for the next 1d4 turns. (1d4 minutes out of combat) |
|
13 |
Your nearest (<500 ft.) enemy appears to be the most beautiful creature in the world to you. For the next 1d6 turns, you are charmed by them. If there are no enemies, you are charmed by your nearest ally. During this time you follow your ally’s every order. You remember all of the commands your ally did after the charm has ended. (1d6 minutes out of combat) |
|
14 |
You gain a massive headache and become incapacitated for the next 1d2 turns. (1d2 minutes out of combat) |
|
15 |
You are knocked prone, it takes all of your movement to get up. |
|
16 |
You suffer so much fatigue from time travel you become unconscious. |
|
17 |
Your nearest (<500 ft.) enemy appears to be an extremely terrifying aberration to you. For the next 1d6 turns, you are frightened by them. If there are no nearby enemies, you are frightened by your nearest ally. During this your ally automatically succeeds any intimidation checks on you. (1d6 minutes out of combat) |
|
18 |
You are under the effects of a confusion spell for the next 1d6 turns. (1 minute out of combat) |
|
19 |
You become stunned for one turn. (One minute out of combat) |
|
20 |
Reroll on the Time Inspiration Table using your bardic inspiration die. Rerolling a 6 or 12. |
Weird Effects Table
|
D20 |
Effect |
|
1 |
Roll on the Time Inspiration Table using your bardic inspiration die at the start of each of your turns for the next minute, ignoring this on subsequent rolls if you roll on the Weird Effects Table. (1 minute = 10 rolls outside of combat) |
|
2 |
You temporarily stop existing for the next 1d6+1 turns. When you reappear, no one remembers anything about you for that time frame, including yourself. (1d6+1 minutes out of combat) |
|
3 |
Everyone in your party swaps bodies with one another. This effect lasts for 1d10 days. Everyone retains their consciousness but does not learn anything new about that person. Party members exchange character sheets with one another during this time. If there is an odd number of members in your party, one member swaps bodies with an NPC of the DMs choice. |
|
4 |
You become an exact copy of a random party member for one day, retaining your consciousness and learning everything about that person. |
|
5 |
A dead friendly entity of DMs choice appears 20 feet away from you. You and your party are the only ones who can see this individual. You can touch them and interact with them as if they were really alive. They can even help you in combat. This individual exists for 1 minute (10 rounds) before vanishing away. |
|
6 |
Your alignment completely changes to an entirely different alignment either by a random d8 roll or DMs choice. A spell such as remove curse can end this effect. |
|
7 |
You catch a vision of the future. The DM tells you what the vision was and how long far into the future it is. |
|
8 |
You lose all of your belongings and appear naked. Your belongings are 10d10ft. away from you in a random direction. |
|
9 |
You become an exact copy of a random NPC for one day, retaining your consciousness and learning everything about that person. |
|
10 |
You see reality warping around you and a party member of DMs choice ceases to exist and must create an entirely new character. They reappear in the same space as their old character and everyone remembers the new character as if they were here the entire time, except for you. The old character no longer exists to the minds of anyone, even the most powerful of deities, except for you. The next three times you roll this effect, ignore it and reroll on this table. |
|
11 |
A dead entity of an enemy you and your party has slain in the past of DMs choice appears 20 feet away from you. You and your party are the only ones who can see this entity. You immediately start an encounter with them or add them to the initiative count. This entity exists for 1 minute (10 rounds) before vanishing away. You do not gain an experience from this entity. |
|
12 |
Your backstory changes to an entirely different backstory. This new backstory did not occur in real life and is all completely fabricated. Your background changes to a different background, modifying any proficiencies. Talk with your DM about this new background. There might be story elements thrown into the campaign of you learning about your real backstory. A spell such as remove curse can end this effect. |
|
13 |
You temporarily stop existing to everyone around you for 1d4 turns. During this time you exist outside of the timeline, seeing everything that occurs during this time and retaining that knowledge. When you reappear everyone seems confused and suddenly remembers who you are. No one remembers anything about you for that time frame except for you. (1d4 minutes out of combat) |
|
14 |
You turn into a green gelatinous version of yourself. You are considered petrified but instead have only 2% of your original weight, you are transparent, squishy, and do not have resistance to all damage at this time. A spell such as remove curse can end this effect. |
|
15 |
You become an exact copy of a random enemy for one day, retaining your consciousness and learning everything about that person. |
|
16 |
Your mind is stuck in a time loop. During this time your body appears to be in suspended animation. You are untargetable and everything travels through you as if you were a ghost. This time loop lasts an entire minute. After this time loops ends, you gain an “Indefinite Madness” flaw. (DMG pg.260) |
|
17 |
A portal to the astral plane appears and you, your party, and any nearby (<100 ft.) NPCs/enemies gets swallowed up by the portal. You all are stuck there. |
|
18 |
A massive temporal anomaly swallows you up and your party. Roll a d20. On a 15 or below, restart the encounter. On a 16 or above, you all travel forward in time with the encounter already won. (Outside of combat this restarts an entire day or fast forwards an entire day) |
|
19 |
Travel (1d10)d100 years into the past. You are stuck there for 1d6 years. It only appears as that many minutes to your party in the present. The DM tells you what happened during that time.* |
|
20 |
Roll on the Cosmetic Effects Table |
*(Roll 1d10 first then roll a d100 that many times) The DM might say you gained something (i.e knowledge, a feat, a level, an item, etc.). The DM might also say you lost something (i.e sanity, will to live, senses, health, an item, etc.) Your character will always remember these years and there is no way they can forget they happened. Additionally, their face and/or name may appear on pictures, in newspapers, documents, etc. from that time.
Cosmetic Effects Table*
|
D20 |
Effect |
|
1 |
Nothing Happens. |
|
2 |
You become a different race at random or of DMs choice. A spell such as remove curse can end this effect. |
|
3 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
4 |
Your skin turns a vibrant shade of DMs choice. A spell such as remove curse can end this effect. |
|
5 |
You grow a beard and mustache. Any attempt to save it off grows it right back. A spell such as remove curse can end this effect. |
|
6 |
You become the opposite sex you were assigned at birth. A spell such as remove curse can end this effect. |
|
7 |
You grow an additional arm. A spell such as remove curse can end this effect. |
|
8 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
9 |
Your clothes become those of a different gender expression of DMs choice. |
|
10 |
You become extremely skinny. A spell such as remove curse can end this effect. |
|
11 |
You become very demonic, gaining an intimidating infernal appearance The DM may give a benefit or detriment with this appearance such as a once a day fire-based spell. A spell such as remove curse can end this effect. |
|
12 |
Roll a d6. For the next minute, your size increases by one size category if the roll was even and decreases by one size category if the roll was odd. |
|
13 |
You become overweight. A spell such as remove curse can end this effect. |
|
14 |
Your hair grows down to the bottom of your back. A spell such as remove curse can end this effect. |
|
15 |
You become bald. A spell such as remove curse can end this effect. |
|
16 |
You become aquatic looking. The DM may give a benefit or detriment with this appearance such as a swim speed. A spell such as remove curse can end this effect. |
|
17 |
You become a changeling in its original changeling form with no way to shapechange. A spell such as remove curse can end this effect. |
|
18 |
You appear very godly, gaining a gleaming celestial appearance. The DM may give a benefit or detriment with this appearance such as a flying speed. A spell such as remove curse can end this effect. |
|
19 |
You gain the appearance of a random anthropomorphic animal version of yourself. The DM may give a benefit or detriment with this appearance such as an improved unarmed strike. A spell such as remove curse can end this effect. |
|
20 |
Nothing Happens. Revert any cosmetic changes. |
* If the player is playing a race with a Shapechanging ability such as a Changeling, their original form gains one of these traits and the effects of this table must influence their shapechanging ability. Example: If a Changeling player rolls a 6, the opposite gender feature, and they were assigned male at birth, their original changeling form becomes assigned female at birth and must shapechange into only females. If a player with a shapechanging race rolls a 17, they can no longer shapechange until a remove curse spell is used on them.
Positive Effects Table
|
D20 |
Effect |
|
1 |
Nothing Happens. Revert any changes a table from the Time Inspiration Table may have given you. |
|
2 |
Your next attack roll is a critical hit. |
|
3 |
You become invisible until you attack. Nothing can see this invisibility, not even truesight. |
|
4 |
You regain spell slot of the last spell you cast. |
|
5 |
For the next minute, you may cast a spell with a casting action of 1 action as a bonus action. |
|
6 |
Double the damage of your next attack or spell. |
|
7 |
You gain the benefits of a Foresight spell for the next 10 minutes. |
|
8 |
If you die within the next hour, you immediately come back to life as if by the True Resurrection spell. |
|
9 |
You gain the benefits of a Haste spell. You can cast spells using the extra action. |
|
10 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
11 |
Immediately gain an additional turn. |
|
12 |
Your next attack or spell automatically hits the enemy and/or the enemy automatically fails their next spell saving throw. |
|
13 |
Maximize the Damage of all the attacks and spells in your next turn. |
|
14 |
You cast Time Stop. |
|
15 |
You automatically succeed your next saving throw. |
|
16 |
You gain resistance to all damage for the next minute. |
|
17 |
On your next turn, your spells and attacks ignore all resistances and immunities. |
|
18 |
You gain 100 HP. |
|
19 |
Regain 1d2 bardic inspiration die. |
|
20 |
You regain all the benefits of a long rest. |
Inspiring Redo
As a reaction, you can expend a Bardic inspiration die to redo an ally's action within 120 ft. of you or one of your own actions. Redoing an ally's action costs one bardic inspiration die and you must roll that die on the Time Inspiration Table* detailed at the beginning of this subclass. Redoing your own action costs two bardic inspiration die and you roll on the table for each of them.
*The Time Inspiration Table has 12 different options to it, it is important to keep in mind that whatever your bardic inspiration die is, you roll that die on this table. Your die does not become a magically d12 for this table unless you are at 15th level in Bard, in which case your die is a d12. For Example, at Level 3 since your Bardic Inspiration die is a d6, you roll a d6 on a table with 12 options, meaning the last six options are not available until you level up in the Bard class and get more powerful die.
Bonus Proficiencies
After years of training with the College of Time, you learned a few useful tricks along the way. You become proficient in three skills of your choice.
Suspended Animation
As a reaction, you may use your Bardic Inspiration die to freeze a target within 120 ft. in time. During this time, the target is invulnerable and untargetable. The target becomes slightly transparent and is stuck in the position when you used your die on it. Every object passes through the target and does no damage. The target does not remember anything during this time. This effect lasts until the beginning of your next turn. You must roll your Bardic Inspiration die on the Time Inspiration Table three times, twice for you, and once for your target.
Additionally, you gain an additional reaction you can use for expending Bardic Inspiration die. You gain an additional reaction for expending Bardic Inspiration die at 16th Level. (Currently no way to display this on character sheet)
Time Stands Still
As a reaction, you grant yourself or a nearby ally within 120 ft. of you an extra turn in which time around them stands completely still. Attacking or casting spells during this extra turn delays the damage until the extra is over in which the target takes all of the damage at once. Doing this costs two Bardic Inspiration die. You must roll on the Time Inspiration Table for each of them.
Additionally, you gain two additional Bardic Inspiration die. (Currently no way to display this on character sheet)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/23/2019 12:48:53 AM
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5
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1
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1
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Coming Soon
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7/23/2019 12:51:49 AM
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5
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1
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1.1
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Coming Soon
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