Wizard
Base Class: Wizard

Wizards who choose to follow this path understand that time is a very fickle force. Any meddling in the flow of time can create paradoxes of all kinds. These users do their best to only use their powers when completely necessary. 

Paradox Creation

Whenever you use one of your class abilities, roll a d100 on the Paradox table.

When making a Paradox Save, add your Wisdom modifier. You cannot gain advantage on this role, unless your DM specifies that you can.

d100

Effect

1

The forces of time crush you, effectively erasing you from time. You are disintegrated, and everyone from your timeline forgets you ever existed. One significant item of yours is all that is left where you were standing.

2

A time rift opens, releasing a multitude of paradoxes. Re-roll on this table for 10 rounds, even if you fall unconscious.

3

Make a DC 18 Paradox save. On a failure, you age 1d10 years older and suffer from 2 levels of exhaustion as your body rapidly ages. On a save, you age 1d4 years older and take 1 level of exhaustion.

4-5

The closest creature to you makes a DC 18 Paradox save. On a failure, they age 1d10 years older and take 2 levels of exhaustion. If two or more creatures are the same distance away, they all make the save.

6-7

You are frozen in time. Make a DC 15 Paradox save. On a failure, you are paralyzed for 5 turns, or until you make a successful Paradox save on your next turns.

8-10

You and 3 creatures near you make DC 18 Paradox saves. On a failure, you are under the effects of the Slow spell.

11-13

A rift opens, and a copy of you jumps out from another timeline, bent on your destruction. The copy targets you until you or the copy fall unconscious. 

14-16

You are thrusted between different timelines in quick succession. For the next minute, you are teleported 10 ft in a random direction at the beginning of each turn.

17-20

The party is transported to a Dead timeline for an hour. The landscape is ruined and devoid of life. You reappear in the space you left after the hour.

21-23

1d4 deceased souls from your past appear and attack the party. These appear as the deceased creatures, but use the same stat block as Ghouls.

24-26

You blink out of existence for 1 minute, appearing in the same place afterwards.

27-30

You see your own death, or at least the death of one of your timelines. Make an DC 15 Paradox save or take 4d6 psychic damage as you try to comprehend what you just saw.

31-33

Your timeline shifts. Everyone in a 20 ft radius around you (including yourself) is now wearing fancy clothes.

34-36

For the next 10 minutes, you speak backwards.

37-40

You and your mother have blue hair now.

41-43

You find an item you lost as a child in your pocket.

44-46

A small pond appears somewhere within 1 mile of you.

47-50

You age 1 year older.

51-53

A mundane weapon you are carrying turns into a different weapon of the same category. (martial/simple)

54-56

You switch gender.

57-60

Everyone in a 10 ft radius relives their most defining memory in an instant.

61-63

You take the appearance of another race. A remove curse spell can remove this effect.

64-66

Nothing happens.

67-70

You are able to see into the future for a short period of time. You get advantage on all attacks for 1 minute.

71-73

An image of you from a second timeline crosses with yours, granting you the effects of the Mirror Image spell.

74-76

You and everyone within 5 feet of you are under the effects of the Haste spell for two rounds. You lose a turn as normal at the end of these rounds.

77-80

You grow 2 years younger and cast a 2nd level Cure Wounds spell on yourself.

81-83

A small investment in your past gives you 1d10x100 gold.

84-86

You gain the effects of a short rest.

87-90

You cast Lesser Restoration on everyone within a 10 foot radius.

91-93

You regain one spell-slot in each spell level. (i.e., a first level spell-slot, a second level spell-slot, and so on)

94-96

One of your mundane weapons turns into a magic weapon.

97-99

For the next minute, you can cast two spells during one action.

100

You cast Time Stop on yourself.

Temporal Echo

Using an action, you touch a conscious creature and enter a trance like state to see into their past, reliving one of their memories as though it was your own. You are vaguely aware of your surroundings while in this state and breaking contact with the creature pulls you back to reality.

The memory you enter is determined by whatever memory the creature is focused on. You move through the memory in a dream like fashion, only experiencing moments the creature felt held significance. Faces appear hazy and unfocused, while voices sound distant and reverberant.

The creature can use its action to make a History check contested by your Intelligence check; if the creature succeeds, this effect ends.

After using this, roll on the Paradox table.

Time Shift

As a reaction, you can change any attack or ability check to a favorable outcome, making it auto succeed or fail. You can do this after you know the result of the roll, and after you know if the check or attack is successful.

Whenever you use this ability, roll on the Paradox table.

You can use this ability a number of times equal to your Intelligence modifier. You regain all uses after a long rest.

Temporal Evasion

Using a bonus action, you can speed up time on yourself, or use a reaction to speed up time on someone else. When you do this, you or your target can move 20 feet in any direction without provoking opportunity attacks. If the target of this effect makes a melee attack while under the effect, the attack does an additional 2d8 force damage.

If targeting someone else with this effect, the target must be within 30 ft of you at the time of casting.

After using this effect, roll on the Paradox table with a -3 modifier.

You can use this ability once. You can use it again after a long rest.

Freeze Time

Once between long rests, you can cause time to stop around your enemies. 4 creatures around you must make a Wisdom saving throw contested by your spell save DC.

On a successful save, the target is effected by the Slow spell. On a failed save, the target is paralyzed for 1 turn. 

After using this ability, roll on the Paradox table with a -6 modifier.

Time Blast

Once per long rest, you can create a blast of temporal energy around you. You may choose between the following effects:

Mass Rewind - Any number of creatures within 30 feet of you age one year younger, and restore health points equal to 5d10 + your intelligence modifier. Any unconscious creatures are stabilized, and everyone keeps their memories.

Mass Aging - Any number of creatures within 30 feet of you rapidly age 10 years older, and take 5d10 necrotic damage.

When you use either of these features, you gain 1 level of exhaustion, and must roll on the paradox table with a -9 modifier.

Previous Versions

Name Date Modified Views Adds Version Actions
9/22/2020 12:58:03 AM
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10/12/2020 1:07:24 AM
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