Base Class: Artificer
You learned how to meddle with time using various trinkets and gadgets. This lets you pull things back and forth in time, accurately predict the future, and slow and fasten time in an instant. You may have acquired this knowledge by studying ancient history or through consulting a god. You may have also been appointed by the inevitables for this task.
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with tinkers tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Time Meddler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Time Meddler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| artificer Level | Spells |
|---|---|
| 3 | Identify, Feather Fall |
| 5 | Hold Person, Augury |
| 9 | Haste, Slow |
| 13 | Divination, Death Ward |
| 17 | Legend Lore, Hold Monster |
Twist Time
Starting at level 3, you can use your infused items to manipulate time. As a reaction to a creature within 60 feet of you using up all of its movement, you can suppress the effect of one of your infused items to move time either forwards or backwards for that creature, as described below. While the effect of an infused item is suppressed, it looses all magical properties for 1 hour or until you use a bonus action to expend a spell slot to reactivate the item.
Forward. You teleport a creature to a space it could reach with its current maximum movement speed without dashing. A creature that isn't willing can make a wisdom saving throw against your spell save DC to resist this effect. On its next turn, that creature is teleported back to the space you teleported it from and has to move to the space you teleported it to. If that creature isn't able or willing to move back to that space, you and it both take 1d10 force damage as a result of a plot hole.
Backwards. You teleport a creature to the space it started its turn on. A creature that isn't willing can make a wisdom saving throw against your spell save DC to resist this effect.
Shape Time
You can change the outcomes of your actions in an instant. When you finish a long rest, roll three d20s and record the numbers rolled and their order. When you make a d20 test after this long rest, you can choose to use the first roll of these d20 instead of the number you rolled. After you used the first roll, you can use the second roll on d20 tests after that, and the third d20 after you used the second. You lose all previous rolls of these dice once you take another long rest.
Save Point
Starting at 5th level, you can use a bonus action while holding one of your infused items to save the current state of a willing creature. The DM notes down the current hit points, temporary hit points and position. If that creature falls to 0 hit points within the next minute, it instead is teleported back to the space you previously saved and regains the hit points and temporary hit points you noted down. You can use this feature once between long rests.
Slow Time
Starting at 9th level, you can slow time for your enemies. As a reaction to a creature targeting one of your allies with an attack roll, you can force that creature to make a wisdom saving throw. On a fail, the creature's attack is prevented, and the DM rolls a d4. That creature makes this attack after a number of turns (not rounds) equal to the number rolled on the d4 against a creature of its choice. If the creature would make any other attacks on its turn, it also makes these attacks after these turns.
You can use this feature a number of times equal to your intelligence modifier and regain all expended uses on a long rest.
Chronal Insight
By 15th level, you have developed a special insight to the workings of time. You gain the following benefits:
- You have advantage on history checks and initiative rolls
- You cannot be surprised
- Attacks made against you cannot be made with advantage
- You can cast Augury as an action without material components while holding one of your infused items. You can use this feature a number of times equal to your intelligence modifier and regain all expended uses on a short or long rest.
- Other creatures have disadvantage on saving throws made against this subclasses features.
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