Artificer
Base Class: Artificer

A clockmaker possesses keen eyesight and flawless dexterity. Using these gifts, they craft clocks and mechanisms of incredible precision. Over time, a clockmaker learns to infuse their creations with magic, allowing them to rewind moments, slow their enemies, and steal precious seconds from fate itself.

Tool Mastery

You gain proficiency with jeweler’s tools.
If you already have proficiency with jeweler’s tools, you instead gain proficiency with one other type of artisan’s tools of your choice.

Temporal Device

When you finish a long rest, you can spend 10 minutes using jeweler’s tools or tinker’s tools to create a temporal device.

The device is a Tiny object that can be worn or held in one hand, such as a watch, belt, or pair of goggles.

While wearing the temporal device, you gain the following benefits:

  • You can use the device as a spellcasting focus for your artificer spells.

  • You always know the exact current time.

  • You add your Intelligence modifier to your initiative rolls.

Only you can benefit from your temporal device. If you create a new one after a long rest, the previous device harmlessly vanishes in a puff of smoke.

Temporal Alteration

Your temporal device allows you to bend seconds to your will.

The device has a number of charges equal to your proficiency bonus.

You can expend charges to use one of the following temporal alterations. Regardless of the alteration chosen, using it counts as casting a spell for the purposes of the action economy.

The temporal device regains all expended charges when you finish a long rest.

Once you use a temporal alteration, you can’t use another one until the start of your next turn.


Temporal Alterations

Cost: 1 Charge

Rewind
Reaction (when you see a creature within 60 feet succeed or fail a d20 roll)
You rewind time by a few seconds. The triggering creature rerolls the d20 under the same conditions as before (including advantage or disadvantage) and must use the new result.


Rollback
Bonus Action
You rewind yourself to a previous position. You teleport to an unoccupied space you can see within 30 feet that you occupied earlier during the current turn.


Temporal Transfer
Action
You transfer a fragment of your remaining time. One creature you can see within 30 feet immediately takes one action.


Cost: 2 Charges

Fast Forward
Action
You jump 6 seconds into the future. You vanish and reappear at the start of your next turn in the nearest unoccupied space to where you disappeared.


Pause
Action
Choose one creature you can see within 60 feet. The creature must make a Constitution saving throw against your artificer spell save DC. On a failure, the creature is incapacitated, and its speed becomes 0.

Paradoxical Recharge

Each time you expend a charge from your temporal device, it gains one paradox charge.

If the device has at least one paradox charge, you can use a bonus action to perform a paradoxical recharge, producing the following effects:

  • You can’t use Temporal Alteration until the start of your next turn.

  • You immediately regain all expended charges of your temporal device.

  • Your mind struggles to reconcile converging timelines. Make an Intelligence check with a DC equal to 5 × the number of paradox charges on the device. On a failure, you gain one level of exhaustion.

Whether you succeed or fail, a temporal paradox occurs.

Roll a number of d100s equal to the number of paradox charges on the device, one at a time, and consult the Paradox Effects table. Resolve the effects in the order rolled. After all dice are rolled, the device loses all paradox charges.

You can use this feature twice, and you regain all expended uses when you finish a long rest.

TABLE:
1–2: At the start of each of your turns for 1 minute, roll again on this table (ignore this result on consecutive rolls).
3–4: For 1 minute, you glow and emit a loud noise. You can’t benefit from being invisible.
5–6: You cast polymorph on the nearest creature within 30 feet other than yourself, turning it into a monkey on a failed save. If no valid creature exists, you target yourself.
7–8: You cast fireball (3rd level) centered on yourself.
9–10: You lose concentration.
11–12: Roll a d10. Your height changes by 1 inch × the roll. Even: grow. Odd: shrink.
13–14: You cast confusion centered on yourself.
15–16: For 1 minute, you gain 5 temporary hit points at the start of each of your turns.
17–18: A long feathered beard grows and vanishes in a cloud of feathers when you sneeze.
19–20: You cast grease centered on yourself.
21–22: Creatures have disadvantage on saving throws against the next spell you cast within 1 minute.
23–24: Your hair turns blue. Remove Curse ends the effect.
25–26: An eye opens on your forehead for 1 minute. You have advantage on Wisdom (Perception) checks that rely on sight.
27–28: For 1 minute, you have disadvantage on all attack rolls.
29–30: You teleport to an unoccupied space you can see within 60 feet.
31–32: You are displaced into the future until the end of your next turn, then reappear in the nearest unoccupied space to your original location.
33–34: The next spell you cast within 1 minute deals maximum damage.
35–36: Roll a d10. Your age changes by that many years (even: older, odd: younger; minimum 1 year).
37–38: Your turn immediately ends.
39–40: You regain 2d10 hit points.
41–42: You become a potted plant until the start of your next turn. While in this form, you are incapacitated and vulnerable to all damage.
43–44: For 1 minute, you can use a bonus action each turn to teleport up to 20 feet to a space you occupied earlier that turn.
45–46: You cast levitate on yourself.
47–48: Roll a number of d8s equal to your paradox charges and take psychic damage equal to the total.
49–50: You can’t speak for 1 minute. Pink bubbles escape your mouth when you try.
51–52: For 1 minute, you gain +2 AC and immunity to magic missile.
53–54: You are immune to alcohol intoxication for the next 5d6 days.
55–56: Your hair falls out and regrows over the next 24 hours.
57–58: You lose one unused spell slot of the highest level you have.
59–60: You regain your lowest-level expended spell slot.
61–62: For 1 minute, you shout whenever you attempt to speak.
63–64: You cast fog cloud centered on yourself.
65–66: The three closest creatures within 30 feet take 4d10 lightning damage.
67–68: You are frightened of the nearest creature until the end of your next turn.
69–70: All creatures within 30 feet become invisible for 1 minute (ends if they attack or cast a spell).
71–72: You gain resistance to bludgeoning, piercing, and slashing damage for 1 minute.
73–74: You are poisoned for 1d4 hours.
75–76: You shed bright light in a 30-foot radius for 1 minute. Creatures ending their turn within 5 feet are blinded until the end of their next turn.
77–78: You cast polymorph on yourself, becoming a sheep on a failed save.
79–80: Illusory butterflies and flower petals swirl around you for 1 minute.
81–82: You immediately take one additional action.
83–84: All creatures within 30 feet are paralyzed and immune to all damage until the end of your next turn.
85–86: You cast mirror image.
87–88: You cast fly on another creature you can see; if no target is available, the spell is lost.
89–90: You become invisible for 1 minute and cannot be heard. The effect ends if you attack or cast a spell.
91–92: If you die within 1 minute, you immediately return to life as if affected by resurrection.
93–94: Your size increases by one category for 1 minute.
95–96: You and all creatures within 30 feet gain vulnerability to bludgeoning, piercing, and slashing damage for 1 minute.
97–98: Your temporal device overloads and explodes, dealing 4d10 force damage to you if worn and becoming unusable.
99–100: You immediately take another turn.

Visit from the Future

As an action using your temporal device, you can send creatures into the future.

Choose up to six willing creatures you can see within 10 feet of you. The creatures vanish and reappear 1 hour later in the nearest unoccupied spaces to where they disappeared.

Perfect Timing

You further enhance your temporal device and gain access to a new Temporal Alteration option.

Cost: 4 Charges

Temporal Insertion
Reaction (when a creature’s turn begins)
You stop time for a fraction of a second. You immediately take one full turn. Initiative then continues as normal after this bonus turn.

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