Wizard
Base Class: Wizard

The time master, as the name suggests wields mighty powers that affect and distort the fabric of time around himself and in areas of his choosing, although the end goal of many time masters is either eternal life or travel through time itself, many fail at such a feat and are lost to the void of time itself.
As a Time Master you will be using your Power to influence the battle field and control aspects of time itself.

A rare and sort after magic form for the many people let alone the wizard, its roots lie in time itself and call upon magic as old as time itself to cast, although potentially and unstable and dangerous magic which abused may cause distress to both allies and enemies alike, it is the be all and end all of control and manipulation of time, that takes years of training to master even the most basic knowledge.

Timing is Key

At Level 2, You gain advantage on any history checks that you make and become proficient in History Skill as you are able to peer back to a vague recollection of events that have happened upon your concentration.

Additionally You gain advantage on Initiative Rolls as you perceive the future events and choose a more suitable time for you to act upon events. 

Time Remnant

At Level 2, You can distort yourself through time to appear in more than one place at once, As a bonus action you may create a time remnant with an initiative order of 1, The time remnant will cast any cantrips that you cast on your turn to the exact same location as previously cast regardless if a target is at the location or not. A time Remnant may only cast one cantrip a turn and is faded from existence after their turn. You may use this feature as many times equal to your proficiency before taking a Short or Long rest.

Time to Help

At level 6, You begin understanding the flow of time more and can affect it much more easily than previously thought possible. You may cast Slow Or haste as a 1st level Spell slot, you always have these spells prepared and are instantly added to your spell book if it is not there already. Now you are able to start manipulating Time to a greater degree it benefits all of your allies. Any time you cast Haste or Slow spells they require no components and you may concentrate on both slow and haste, but must make concentration checks at disadvantage whilst both are up.

Time Locked Body

At Level 6, You become aware of the rewards of using time effects on yourself to starve off the ravishes of time and mortal needs. You can as an action Cast Time Locked Body on yourself to become Locked into a timeless form which you neither age or require any sustenance of life. While time locked you are classed as Paralyzed Apart from being able to come out of Time Locked Body. It takes 2 minutes to come out of Time Locked Body, leaving yourself extremely vulnerable to ambushes or surprise attacks. A skill many Wizards may employ to avoid long travel issues or to go into hiding for long periods of time locked away. 

Time to Enhance

At level 10, You can incorporate some of your time manipulation powers into other Wizard spells, Improving upon and altering their affects. The following spells are upgraded with your Time mastery.

  • Hold Monster - When casting this spell it no longer becomes concentration as you Instead freeze them in time rather than hold them in place, The spell affects All monsters including Undead and the target has disadvantage on the initial saving throw.
  • Scrying - The target has disadvantage on saving against your scrying and you gain at least firsthand knowledge of the target by looking into their timeline.
  • Major Image - The Spell now becomes a time trap, anything has touches or attacks the Image must make a Wisdom saving throw, On a fail the target is incapacitated for a round
  • Blur - You speed up the time around yourself to vibrate rapidly, the spell is no longer a mere trick but the real deal, Enemies with that don't rely on sight still has disadvantage.
  • Comprehend Languages - You no longer require Components for the spell and written messages no longer need to be touched to understand, you read at your normal rate as you have peered into time to understand the base root of all language whilst you do this rather than just understand a basic interpretation.

At Level 13, the spell Force cage becomes Enhanced, Targets inside the Cage become Paralyzed in a time sphere that is generated by the cage, The caster can also choose to hasten or Slow any victim inside rather than Paralyze them.

At Level 17, Time Stop Becomes the ultimate Version of itself by pouring your time magic into it, You gain 1d4 + 2 turns, you may make one action whist in time stop that effects a target without canceling the spell and you may move up to 1300 ft away.

Age is nothing but a number.

At level 14, You mastery of time magic has reached a fine art, Not only can you now manipulate time as a area but you can directly manipulate it on a object or person. The Target must make a Wisdom saving throw, On a failed saving throw you can Increase or decrease the age of the target physically by 1d20 + Proficiency Bonus Years old. On a save the targets age is not effected. Any Target that is reduced below its age or increases over its expected life span takes 8D10 force damage and it considered at the minimum or maximum of the age range (1 year - Their max age). Objects effected by the spell can be reset to a repaired state or crumbled to dust/rusted beyond repair depending on the object and its properties. Their Mental State is not effected by the spell Just physical.

A Glimpse of the past

At level 14, You have control of such time magics that would allow the wielder an ultimate or sad ability. The User can send his body as an incorporeal projection backward through your timeline that may not interact in any way with the events of the past, unless they wish to cause a paradoxical event causing them to blink from existence. To be able to cast this powerful time Magic the user must have the required spells prepared 

  • Major Image
  • Greater Invisibility
  • Dimension Door
  • Dream
  • Plane Shift

With this combination of spells all prepared in your Spell book and your mastery of time magic you may take 1 hour to prepare the spell. Your body and mind are transported back to your chosen time and you see as if you were a ghost hovering above your former self. No magic, spell or ability can detect you whilst you Glimpse back. The spell lasts for 1 hour each time it is used and you are transported back to the exact time you left when you return. You must complete a Long rest and a new day to be used again.

 

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