Base Class: Wizard
Time has no master—save one. The Time Lord.
Rare among spellcasters, a Time Lord is a wizard who has been irrevocably altered by the forces of time itself. Chronal energy reshapes your magic, your body, and your destiny. No longer merely a student of arcane tradition, you are now a guardian of causality.
Time bends to your will, but such power comes with a price. You are now bound to the Web of Time—a vast lattice of cause and effect that sustains reality. Whether by accident, ancient rite, or cosmic design, you have been entrusted with the responsibility to defend the timeline from paradox, corruption, and collapse.
As a Time Lord, your very presence ripples across eras. With each spell you cast, history listens. And when death comes for you, time itself may rise to your defense.
Level 3: Chronarch Imprimatur
Your spellbook has been transformed by the unique fusion of temporal magic and your time-touched physiology, becoming a Temporal Archive of Recorded and Digitally Inscribed Spells, or T.A.R.D.I.S. This device acts as both a spellbook and the conduit through which your Time Lord abilities function—your Chronarch Imprimatur, the physical embodiment of your authority over time itself.
As a free action, you can meld with your T.A.R.D.I.S., fusing it seamlessly into your body. While melded:
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Your T.A.R.D.I.S. cannot be stolen, destroyed, or separated from you unless your body is destroyed or you are permanently killed.
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Your T.A.R.D.I.S. serves as a secure repository for costly or consumable material components, which can be stored and accessed at will.
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You are considered to have any stored material components on hand, without needing to physically hold them.
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You do not need to use an Arcane Focus or Component Pouch to cast spells.
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You are treated as having your spellbook on hand for all purposes, including spell preparation and class features that require access to it.
You may unmeld from your T.A.R.D.I.S. as a free action. However, your Time Lord class features cannot be used unless you are currently melded with your T.A.R.D.I.S.
Level 3: Feel the Turn of the Universe
You possess an innate sense for when the flow of time or history has gone awry. You gain expertise in the History skill. If you were already proficient in History, you may also gain proficiency in a new skill as well, as your personal timeline alters itself to suit you.
Additionally, when you roll for initiative, you may add your Intelligence modifier to the roll as a bonus.
Level 6: Temporal Boffin
Sometimes, keeping the timeline intact requires a bit of percussive maintenance. You’ve learned to channel temporal energy to subtly shift the flow of events around you.
Starting at 6th level, when a creature you can see within 60 feet makes a d20 Test (an ability check, attack roll, or saving throw), you can use your reaction to roll 2d4 and either add or subtract the total from the roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 10: Rejuvenation Cycle
The temporal energies that flow through your body resist death itself, restoring you in bursts of raw chronal power. You can initiate a Rejuvenation Cycle, a process that violently repairs your body through a violent and exhausting process.
Activation
You can activate your Rejuvenation Cycle in two ways:
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As a Bonus Action on your turn, or
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When you are reduced to 0 hit points, at which point you may choose to remain active instead of falling unconscious.
If you remain active at 0 hit points, you can continue to act normally for up to 3 rounds. You cannot regain hit points by any means during this time. If you take any damage while at 0 hit points, your Rejuvenation Cycle activates immediately (no action required). If you do not activate it by the end of the third round, you die instantly and cannot be revived except by Wish or similar magic.
Rejuvenation Process
Once your Rejuvenation Cycle activates, your body begins the restoration process, which takes one full round. During that round:
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You are incapacitated, cannot move, and cannot take actions, reactions, or bonus actions.
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You are immune to all damage and effects, including those that would normally cause instant death.
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Any creature in physical contact with you takes 1d12 force damage per Wizard level you have. This damage ignores resistance and immunity and requires no saving throw.
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If your body is fully destroyed or disintegrated, the cycle fails.
At the start of your next turn, the cycle completes. You then:
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Roll all of your remaining and expended Hit Dice and regain hit points equal to the total rolled, plus your Constitution modifier per die.
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End all spells, curses, diseases, and conditions affecting you—including beneficial ones you cast.
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Regrow any missing body parts and recover from extreme injuries, unless your body has been completely destroyed (such as via disintegration or decapitation).
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Lose concentration on any spells you were concentrating on.
Once you roll Hit Dice in this way, they are all expended and cannot be used again until you finish a Long Rest.
Aftereffects
For 3 rounds after your Rejuvenation Cycle completes, you gain resistance to all damage. At the end of this duration, you gain 1 level of exhaustion, which can only be removed by finishing a Long Rest. Even using your Rejuvenation Cycle again does not remove this exhaustion.
Repeated Use
Once you use your Rejuvenation Cycle, you can’t use it again until you finish a Long Rest. However, you can activate it again by expending a 5th-level or higher spell slot as a Bonus Action. Each additional activation in this way imposes 1 additional level of exhaustion.
Temporal Youth
Once per year, when you complete a Rejuvenation Cycle, you can roll 4d4 and reduce your age by that many years, to a minimum of 18 years old. This temporal restoration allows you to extend your lifespan indefinitely.
Level 14: Gift of the Time Lord
You have mastered the ability to channel your Rejuvenation Cycle into others, sharing a spark of the Time Lord's power.
As an action, you may touch a creature and activate your Rejuvenation Cycle, granting them its full effects. You expend your own Hit Dice as normal, and this counts as a use of your Rejuvenation Cycle. The exhaustion penalty is applied to you, not the target.
You may also use this feature to restore life to a creature that has been dead for no longer than 13 days, reviving them as if with the Raise Dead spell. Unlike Raise Dead, this version restores any missing limbs or organs the creature had at the time of death. This still consumes a use of your Rejuvenation Cycle and inflicts exhaustion on you as normal.
A creature can benefit from your Rejuvenation Cycle only once per day.
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