Base Class: Warlock
You have made a pact with a being that exists beyond time. Perhaps they are a denizen of the Astral Plane, or some other dimension which has never felt time's unceasing touch, or even from the Twilight Realm known only to the Shade Lords from the first age of Sharth.
Does your patron seek an end to time in your world too? Or some other goal that only their atemporal eye can see?
Did your patron offer you their power as you thought your time was at an end or did you find more than you expected from a journey to another plane?
Wherever your powers came from, your timeless patron now offers you the power to control the flow of time to destroy your enemies and further its ageless agenda.
Timeless Spells
The Timeless 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.
Spell Level | Spells |
---|---|
1st | feather fall, sanctuary |
2nd | augury, blur |
3rd | haste, slow |
4th | death ward, divination |
5th | commune, legend lore |
Crack Time
At 1st level, your patron grants you a portion of their power to create time fissures. As an action, you can create a number of time fissures equal to your proficiency bonus within 60 feet of you in unoccupied spaces that you can see. A time fissure is a point with a 5-foot square centered on it. Time fissures are invisible and do not obstruct line of sight or movement. When a creature other than you enters a time fissure or ends its turn in one, it must make a Dexterity saving throw against your spell save DC. On a failure, the creature is frozen in time until the start of their next turn.
A creature frozen in time is incapacitated and immune to all damage and all other conditions. Any effects which would last until the end of their next turn now last until the end of their turn after. Any conditions or effects the creature was under resume when they are no longer frozen in time.
A time fissure immediately disappears once a creature has been forced to make a saving throw from it, 1 minute has passed, you use this feature again or until you dismiss all your time fissures as a bonus action.
You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Time Dilation
At 1st level, your time fissures distort life and time around them. Once on each of your turns you can deal additional necrotic damage when you damage a creature within 5 feet of one of your time fissures with a spell. The extra damage equals your proficiency bonus. Additionally when a creature is within 5 feet of one of your time fissures, it subtracts 5 feet from its speed for each time fissure it is within 5 feet of, up to a maximum of 15 feet. Once you reach 6th level in this class, when a creature's speed is reduced in this way, you can destroy each fissure within 5 feet of them as an action to create a 10-foot cube of temporal magic as an action. The size of this cube grows by 5 feet for each fissure you destroyed to create it. It lasts for 1 minute, until you lose concentration to maintain it (as if concentrating on a spell), or until you dismiss it as a bonus action. While concentrating on the cube, you cannot create any time fissures.
Every creature except you within the limits of the cube the turn it's summoned becomes frozen in time as described in your Crack Time feature until the cube disappears. Any creature except you who begins its turn in the cube must make a Dexterity saving throw against your spell save DC, becoming frozen in time on a failure. Creatures can move through this cube as if it were difficult terrain. Any actions or abilities that are made within (or would pass the limits of) the cube do not take effect until the cube disappears. If the original target of a ranged attack or spell moves more than 10 feet from the location it was at when targeted, the attack misses. Otherwise, the attack must be rerolled at disadvantage.
You can summon this cube a number of times per long rest equal to your proficiency bonus.
Otherwordly Prescience
At 6th level, your patron grants you temporal premonitions, and the reflexes to respond to them.
Readying an action no longer requires you to choose the action you will take and readying a spell no longer requires you to cast it and use your concentration to hold its energy. When using the Ready action, you can choose the reaction's trigger to be any perceptible circumstance at the end or start of a turn.
Whenever you Ready an action and haven't yet moved on your turn, you can forgo your turn's movement to Ready a movement by teleporting toto the space of an unoccupied time fissure. Teleporting to a fissure in this way destroys it. This movement gets triggered along with your readied action.
Timeless Body
At 10th level, you have mastered your own time and can control processes that would cause you to decay. You gain resistance to necrotic damage.
You no longer age and, as an action, you can change your appearance to that of an older or younger version of yourself. Your size cannot be changed in this way.
Shatter Time
At 14th level, you can cause your time fissures to burst and rip those around them from their current time. As an action, you can expend a spell slot and destroy all of your time fissures, forcing each creature within 10 feet of a time fissure to make a Wisdom saving throw against your spell save DC. On a failure, a creature takes 1d10 necrotic damage for each level of the spell slot you expended, or half as much damage on a success. If a creature fails this save, you can impose one of the following additional effects:
- The creature's speed is halved until the end of its next turn.
- The creature cannot take reactions until the end of its next turn.
- The creature is frozen in time as per the rules of the Crack Time feature.
Additionally, whenever you take a reaction, you can destroy all of your fissures as part of that same reaction to momentarily halt the flow of time for all but yourself. During this stopped time, you can move up to your speed then can take one additional action and possible bonus action on top of your action and possible bonus action. If activated on another creature's turn, you can move up to half your speed take one action and possible bonus action. While time is frozen, no time passes for other creatures, they cannot see or sense you, use reactions, and have disadvantage on saving throws. Actions you take or effects you make during this stopped time do not take effect until you take your additional action(s) and bonus action(s).
You can only use this effect of Shatter Time once per short or long rest.
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