Base Class: Warlock
A man with a blackened, burnt left hand stalks forward, freezing his enemies in time with a snap of his charred fingers. A gnomish woman with a blank grey pebble in her left eye sockets looks a moment into the future and chooses the outcome which benefits her the most. A half-orc dressed in shamanic robes has his body racked by pain as he rips time away from another creature. These adventurers have made a pact with a being who observes and affects the flow of time. That power manifests in them in varied ways, but their ability to turn the tide of combat is undeniable.
1st Level Spells: Bane and Bless
2nd Level Spells: Augury and Blur
3rd Level Spells: Catnap and Haste
4th Level Spells: Death Ward and Divination
5th Level Spells: Legend Lore and Steel Wind Strike
A Drop in the Stream
Beginning at 1st level when you choose the Time Keeper patron, you may add your charisma modifier to your initiative rolls, as your patrons power passively grants you insight into coming scenarios.
Wrinkles and Folds
Beginning at 6th level, when a creature you can see within thirty feet of you makes an attack roll, ability check, or saving throw, you may roll three d20s. Choose any of those dice and replace the creature's roll. Once you have used this feature, you must complete a short or long rest before you can use it again.
Frozen in Time
Beginning at 10th level, you can slow or paralyze your enemies as an action. Choose a number of creatures up to your Charisma modifier (minimum 1). Those creatures must make a Charisma saving throw against your spell save DC. A creature who successfully saves is under the effect of the Slow spell until the end of your next turn. A creature who fails is paralyzed until the end of your next turn, at which point they may repeat the save, becoming Slowed on a success, remaining paralyzed on a failure.
Time is on MY Side
Beginning at 14th level, when another creature starts its turn in combat you can use your reaction to paralyze that creature and take an additional turn yourself. When this additional turn ends, the creature is no longer paralyzed and initiative advances to the next creature. You may use this feature at will, but each time you do so beyond the first, you must succeed on a Constitution saving throw (DC = 18 + number of uses) or take two levels of exhaustion.
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Posted Dec 30, 2020Edit: A Drop in the Stream: Creatures who enter into a pact with a time keeping entity are always physically affected in a visible way. An eye that takes on the aspect of stone, a hand that is a burnt husk from channeling power that ought to be forbidden to mortals, or a blurring of your outline, like you aren't quite contained to the space you should be, are all possible affectations. Wrinkles and Folds: needs a long rest before it can be used again. Frozen in Time has the following changes: Usable only Once per long rest, user makes a constitution saving throw DC 12+number of affected creatures or takes 1 level of exhaustion. Secondary save for paralyzed creatures is pass to free yourself, become Slowed until end of user's next turn on a failure. Time is on MY Side forces user to make a save on first use or take one level of exhaustion. The saves include the current usage in the DC (i.e. First use is DC 19, 2nd use is DC 20, etc.)