Artificer
Base Class: Artificer

Timeweavers do not view time as an invisible force beyond mortal understanding. To them, time is a material no different from iron, glass, or cloth, capable of being bent, folded, reinforced, and preserved through careful craft.

Through intricate chronal instruments and experimental techniques, Timeweavers capture fragments of unused moments and store them within specialized devices. These vessels may take the form of containers, gemstones, woven garments, or other crafted objects designed to preserve unstable seconds. In battle, these preserved moments are released in sudden bursts, allowing a Timeweaver to cast spells with startling speed or compress lengthy magical procedures into fleeting instants.

Many Timeweavers obsess over precision and efficiency, believing that wasted time is no different from wasted material. Their workshops are often filled with ticking mechanisms, suspended clocks, unstable temporal lattices, and containers holding flickering fragments of frozen moments.

To those unfamiliar with their craft, a Timeweaver’s magic can seem impossible. Spells emerge before incantations are spoken, movements occur before intent is visible, and carefully prepared moments unravel in the blink of an eye. Yet to a Timeweaver, these feats are not miracles, but the natural result of mastering time as a material to be shaped.

Level 3: Tools of the Trade

You gain the following benefits.

Tool Proficiency. You gain proficiency with Weavers Tools. If you already have this tool proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.

Clothing Crafting. When you craft nonmagical or magic clothing, the amount of time required to craft it is halved.

Level 3: Timeweaver Spells

When you reach an Artificer level specified in the Timeweaver's Spells table, you thereafter always have the listed spells prepared.

Timeweaver Spells
Artificer Level Prepared Spells
3 Feather Fall, Expeditious Retreat
5 Blur, Misty Step
9 Haste, Slow
13 Dimension Door, Freedom of Movement
17 Telekinesis, Hold Monster

 

 

Level 3: Time Stitches

During your turn, you can take the Magic action to expend any number of spell slots, if you do so, gain a number of Time Stitches equal to the total spell slot levels expended.

You start with a number of Time Stitches equal to your proficiency bonus and can store a number of Time Stitches equal to your spell attack modifier (minimum 1). When you finish a Long Rest, your Time Stitches reset to your proficiency bonus. When you finish a Short rest, you instead gain one Time Stitch without losing any.

Level 3: Folding of Time

As a Free action on your turn, you can expend a number of Time Stitches to gain additional effects as shown by the Folding of Time Table. You may use as many or as little effects as you like, but you cannot use the same effect again on the same turn.

Folding of Time Table
Cost Bonus Effect
2 Gain a second Action or Bonus Action for this turn
2 Starting at 5th level: Gain an additional Reaction for the round
1 Gain 10ft of movement (this effect can be taken more than once per turn, up to 3 times)
1 Your Movements do not provoke Opportunity Attacks for this round
1 If you are Prone, remove it and you do not suffer any penalty, its as if you teleport back onto your feet

Level 5: Stretched Time

When you cast an artificer spell with a duration of at least 1 minute, increase its duration by 10 minutes.

If the spell is cast using a higher-level spell slot, increase the duration by an additional 10 minutes for each slot level above the spell’s base level.

Level 9: Retroactive Casting

Once per Long Rest, you may cast an artificer spell with a casting time longer than 1 Action as though it had a casting time of 1 Action.

You can use this feature twice between Long Rests starting at 13th level, and three times between Long Rests starting at 17th level.

Level 15: Chrono Embroidering

During a long rest, you can create a number of Time-Latent Items equal to your Intelligence modifier (minimum 1) using Weaver's Tools. These items may take the form of cloaks, gloves, scarves, robes, or similar wearable objects.

When creating a Time-Latent Item, you may transfer up to 2 Time Stitches into it. These stitches remain stored until expended and cannot be regained except by a Timeweaver transferring additional Time Stitches into the item during a long rest.

A creature attuned to a Time-Latent Item may expend its stored Time Stitches to use your Folding of Time feature. A creature can safely channel a number of Time Stitches from a Time-Latent Item each turn equal to its Intelligence modifier (maximum 2).

Time is dangerous to minds incapable of comprehending its vastness. If a creature attempts to expend more Time Stitches than their intelligence modifier from a Time-Latent Item, it must succeed on a DC 14 Intelligence saving throw for each excess Time Stitch. On a success, the stitches are expended normally. On a failure, the stitches are lost with no effect. However, if the creature fails by 5 or more, it takes 2d8 Psychic damage, ignoring resistance.

When the attuned creature finishes a short rest, the Time-Latent Item loses 1 Time Stitch. When the attuned creature finishes a long rest, the item instead loses half of its remaining Time Stitches, rounded up.

Upon reaching 19th level, you may transfer up to 4 Time Stitches into a Time-Latent Item instead of 2.

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