Base Class: Artificer
While some artificers make potions or weapons, you specialize in making one of the most important pieces of machinery: the clock. Without the clock, no one would know hat time of day it is, or when to go places. Our lives are controlled by the hands of the clock. And the hands of the clock are controlled by you. This subclass currently does not work on D&D Beyond and is intended for use on paper character sheets. This subclass is meant to bring the SMITE character Chronos to D&D. D&D Beyond user SexPanther does a similar thing to this, but with League of Legends champions. Go check him out. Any feedback is greatly appreciated!
Tool Proficiency
When you adopt this specialization at 3rd level, you gain expertise in tinkerer's tools. You may add double your proficiency bonus to any checks you make with them.
Time Keeper Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as Artificer spells for you, but do not count against the number of spells you can prepare.
3rd level: expeditious retreat, longstrider
5th level: blur, mirror image
9th level: haste, slow
13th level: banishment, dimension door.
17th level: hold monster, modify memory
Time Lord
At 3rd level, you can magically store the energy of passing time in a device. If you have your tinkerer's tools, you can create a clockwork item at the end of a long rest that looks like a clock, or you can work the clock into one of the items you infuse during that long rest. After you create your clockwork item, when you take a long rest, you store 1 time die in the clockwork item. You can have a maximum number of time dice equal to your proficiency bonus. The time die starts as a d6 and increases to a d8 at 6th level, a d10 at 10th level, and a d12 14th level. Whenever you cast an artificer spell or cantrip that deals damage, you can spend 1 time die to add the number you rolled on the time die to the damage of the spell. You may deal this extra damage once per turn, and can only spend 1 die per turn.
Accelerate
At 3rd level, you can temporarily slow time around you by manipulating your clockwork item. As a bonus action, while you are holding your clockwork item, you can expend 1 time die. when you do so, roll the die. Your speed increases by 10, and increases by 5 at the start of each of your next turns for a number of rounds equal to the number rolled. If you roll the maximum number possible, you can take a second action on each of your accelerated turns. These benefits go away at the start of the turn after your last accelerated one. At 15th level, you can gain an additional effect determined by rolling an additional time die that you must consume. If you rolled a 1, 2, or 3, you regain hit points equal to your Constitution modifier at the start of each of your accelerated turns. If you rolled a 4, 5, or 6, your abilities don't consume time dice when used. If you rolled a 7, 8, or 9, you may reroll the damage dice of any damage-dealing spell of 1st level or higher that you cast. You may choose which roll to use. If you rolled a 10, 11, or 12, you may add your Intelligence modifier to the damage of your cantrips. You can use this feature once, and regain the use of this feature after a number of hours equal to 2x the number of rounds you were accelerated for. If use the powered-up version, you must finish a long rest before you can use the powered-up version.
Time Rift
At 5th level, you can create a rift in time using your clockwork item. While you are holding your clockwork item, you can use an action to create a rift in time. When you do so, choose a point you can see within 30 feet of you. Each creature in a 5-foot radius 5-foot high cylinder must make a Dexterity saving throw against your spell save DC or take force damage equal to 1 roll of your time die. This die is then consumed. For the purposes of your Accelerate feature, this feature counts as a spell of 1st level or higher.
Limited Time Stop
You have gained minor control over the flow of time around other creatures. At 9th level, you can target 1 creature as an action while holding your clockwork item. That creature must make a Wisdom saving throw. On a failed save, the creature takes force damage equal to 1 roll of your time die and has its movement speed halved, as time around it slows. At the start of the creature's next turn, it takes more force damage equal to a roll of your time die, and is stunned and has its speed reduced to 0, as time around it stops. This ability consumes 1 time die.
Rewind
At 15th level, your mastery over time allows you to travel through it for short periods. As a bonus action, while you are holding your clockwork item, you can travel back in time. You teleport back to the space you occupied at the start of your last turn, your hit points and your number of time die change to match the number of hit points and time die you had at the start of your last turn, and your Accelerate feature becomes available to you regardless of how much time has passed. You cannot use this feature again until you finish a long rest.
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Posted Jul 23, 2020All feedback is welcome!