Base Class: Warlock
The time masters are a small pantheon of gods, from many different mythologies all deditcated to the passage of time, most of which have been forgotten over the many years of their existance. They long to be recognised as they once were, back in the eldar days, and as such, will do many things to get power. You, are, in their eyes, an acolyte, sent to herald the coming of their power. This has happened many times, and will happen many times in the future, but nobody will ever believe you, if you try to convince them. Some, angry at the mortal's loss of interest in them, want to cause as many paradoxes in the timeline as possible, to ruin the universe; others want to sneak into humanity's good books by helping them predict the future, and advance technology unfathomably fast. In either case, these gods are powerful, dangerous and should not be bargined with...
In the Forgotten Realms, the greatest of these gods was Chronos, who is still worshiped in a few small cults around the world, though the old abandoned shrines of his are still brimming with power, millenia after the lost of his followers. Some other, smaller gods include Saturn, a lesser form of Chronos, as well as some gods of the moon, like Konsu or Selene.]
Expanded Spell List
The Time Master 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 Master Expanded Spells
9th Time Stop
| Spell Level | Spells |
|---|---|
|
1st |
chronal shift, feather fall |
|
2nd |
traveler's saviour, time jump |
|
3rd |
forced time jump, slow |
|
4th |
divination, time heal |
|
5th |
time loop, scrying |
Temporal Awareness
Starting at first level, you gain the ability to sense future danger.
When you roll for initiative, you add your Charisma modifier to it. You cannot be supprised.
You also learn the cantrip Temporal Flux, and it doesn't count against your cantrips known
Turn Time
At 6th level, you have a special hourglass. You can use your special hourglass, on your turn, to go back 3 rounds of combat. Everything happens the same, exept you have advantage on all abliity checks, and attack rolls. You can use this ability 2+(your Charisma modifier) times and they reset on a long rest.
If you loose your hourglass, you can perform an hour long ritual to ask your patron for it back. This can be part of a short or long rest. The old hourglass dissolves into a pile of sand when a new one appears at your location.
Temporal Disturbance Aura
Starting at 10th level, you emit an aura that changes time. If a creature is within 5 feet of you, you can use your reaction freeze every creature's time within the aura's range for 1 minute.
During this time, the creature is incapacitated, can’t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
The aura's range increaces to 10 feet at level 14, 20 feet at level 18 and 30 feet at level 20.
Additionaly, you age 1 year every 10 years that pass.
Paridoxical Usage
You have gained enough knowledge of the butterfly effect of time travel to use it to your advantage. As such, you can travel back in time to steer yourself onto a different path, but only tempererly, as the universe will correct the mistake you created in the fabric of reality.
Starting at 14th level, you can go back in time to somewhere in your past for a split second and change your own destiny. Only your species stays the same, but everything else changes. You can control only one variable that is being changed; your background, your class or your stats. They must be reasonoble, and it is up to your DM to decide whether or not something is allowed. Everything that you don't change, your DM chooses for you. In your new form, you have no memory of your previous life as a warlock, it has all been with you in your life "as it always has been" from your perspective.
This new form lasts for 10 minutes, and at the end of the 10 minutes, you become your "normal" self again, with all the memories of your 10 minutes as the "other you". When you revert to your "normal" self, you lose 1/4 of your "normal" total health.
When this change happens, you regain 1/4 of your new total hit points and all new skills and abilities are fully usable. Once you use this ability, you cannot do so again until you finish 2d4 long rests.
If you want to, when you use this ability a time other than the first, you can choose to go to the a form as you were previously. If you do this 100 times, the "other you" realises that you are normaly a warlock, and gains all the true memories, but doesn't loose any of the "paradox" memories.
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