Artificer
Base Class: Artificer

A clocksmith is a master Artificier who managed to bend time and bind it to the best product or their craftsmanship: a True Clock. While they obtained a mean to control time they could never hope to understand it's many faces and so they know and fear paradoxes and are always wary of causing one.

Time Harmony

While using this class there is an hidden bar that the DM should consider called Time Harmony. You start with 100 harmony points (which is also the maximum amount) and you may lose points every time you meddle with time. When this happen the DM will roll a paradox dice (as instructed in the ability description) and subtract the result from Time Harmony.  The DM will not tell you the result of the roll but will inform you if it's a high or low roll (more or less then the average). When Time Harmony drops below 20, at any time, the DM may roll a [roll]1d20[/roll] with DC equal to the remaining Time Harmony. If the rolls succeed, an aberration hostile to you will spawn from a portal (see the table below for a list of aberrations to spawn).
If there is more then one character using this mechanic in the same "scenario", every paradox die will be deducted from all Time Harmony bars, regardless of the faction of the characters.
You recover 50 harmony points over a long rest and [roll]1d8[/roll] harmony points over a short rest for every hour of rest (but never more then 50).

d8 Aberration summoned
1 Gibbering Mouther
2 Grell
3 Otyugh
4 Blue Slaad
5 Cloaker
6 Aboleth
7 Death Slaad
8 Beholder

True Clock

When you adopt this specialization at 3rd level,  you somehow use your own time as a medium to bind time to a clock, turning it into a True Clock. A True Clock will always show the correct time, regardless of any spell or effect in act. Also your soul is now part of the True Clock so you cannot die as long as it is intact (you can still fall unconscious) but you will perish instantly if said clock is destroyed (it counts as destroyed the moment the hands stops moving). Also your True Clock is the medium you use to manipulate time and so you cannot use any ability in this subclass if you don't have your it with you. When you are separated from your True Clock you're always able to locate it perfectly.

Optimize Time

At 3rd level you learn to bind time just that little bit needed to always be the first one to act. You will act first regardless of your initiative roll, unless there is another character with this same subclass (or a conflicting one)

Clocksmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Clocksmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell

3rd

cure wounds, longstrider

5th

see invisibility, blur

9th

haste, revivify, blink

17th

greater restoration

Double Time

Starting at 5th level, you learn how to make a target live the same time twice. During your turn, as an action, you can start recording time for a target creature within 60 feet of you. From that moment you record any change of HP and/or status of that creature. At the beginning of your next turn you apply all the recorded changes again. You can instead spend a bonus action to cancel this effect. If you do, the DM will roll [roll]1d10[/roll] of paradox.

Peek into the Future

At 9th level you're finally able to get a glimpse of the future, or at least... one of many! While out of combat you can decide to start meditating and be sent into the future. You can travel up to 1 + your INT modifier hours into the future. When you do this the DM will imagine a possible situation in the future and show it to you. In this state you can move and take actions as you would normally (the same goes for other players if they are with you in the future you're seeing) but no effects will persist once you're back into your timeline. If you die in this state (or lose consciousness), the effect ends and you lose consciousness in your timeline as well. You remain in a different timeline for 5 minutes free of risks and after that, for any additional 5 minutes, your DM will roll [roll]1d6[/roll] of paradox. Your True Clock will notify you for every 5 minutes passed with a sound that only you can hear. If Time Harmony drops below 20 this effect ends immediately. Also, if your meditation is interrupted in your timeline, this effect ends. When you are back to your timeline, every time you are presented with a choice you will know which one led you to the future you saw, however you do not know if taking a different choice will bring a different future. Also, even after taking the same choices, the outcome could still be different based on characters actions. If you decide to intentionally take a different action then the DM will roll a [roll]1d10[/roll] paradox die.

Rewind Time

When you reach 9th level you learn the art of rewinding time. This is an extremely difficult feat so, once you use it, you cannot use it again for 7 days. You roll a [roll]1d20[/roll] with DC equal to 20 minus your INT modifier. Alternatively you can activate this ability after a Death Saving Throw with a result of 19 or 20. As the ability activates you will instantly rewind time back to 24 hours before. After this happens, you will be the only one aware of the facts happened in the other timeline. Also, you will not be able to use any time related ability, nor recover any Time Harmony until you're back to the time when you casted the spell. When that happens the DM will roll [roll]3d20[/roll] of paradox.

Intentional Paradox

At level 15th you have learned a lot about time and so you're no longer afraid of paradoxes and have learned to use them at your advantage. You can concentrate for 3 turns (or 20 seconds) in order to intentionally drop your Time Harmony to 0 and invoke a paradox. When this happen [roll]1d4[/roll] aberrations will be summoned however, they will not be hostile to the player and will instead ignore you for the first 3 turns (or 20 seconds) unless you damage them. You can only use this ability once every long rest.
Additionally, using this ability will put a lot of pressure on your True Clock that will, as a result, be damaged. After you take this action 3 times, a 4th time will destroy your True Clock causing your death.

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