Base Class: Warlock
WARNING: THIS SUBCLASS IS POWERFUL. DM'S, PLEASE READ THOROUGHLY. PLAYERS, PLEASE DON'T GET UPSET AT YOUR DM IF THEY DISAPPROVE.
ADDITIONALLY: THIS HAS NOT BEEN PLAYTESTED.
"Those of Which who walk this path, are those that do not seek happiness."
- Varak, the First Timeless.
"It's funny. While in the end, I may just be reduced to a Soul that is forced to serve the Natural Order of Fate, I still enjoyed every bit of the adventure that got me here. I would do it all over again if I was given the choice. Though, we don't have the luxury of changing the past for personal reasons, now do we?.. Of course, one could break the rules once or twice if they wanted. Though three or four times might just get their soul destroyed."
- Ceziel.
The Timeless
A TImeless Warlock may be mortal, but over time they will slowly turn into their Patron, or turn into the same type of being as their Patron eventually. Cursed to become a Timeless themselves. Though they may not know it.
Timeless Warlocks can manipulate the flow of time, though at first, it may not be very potent, it still is technically time manipulation.
Timeless Patrons tend to be on the Neutral side of the Spectrum. Most being True Neutral. Their goal may not be known to the Warlock itself, but to them, their goal is to usually restore balance.
Timeless beings, while not at first, can view time like a Movie. They can choose to jump forward, backward, pause, play, rewind, or fast forward. Their Patrons usually go to a certain point in time, choose a Champion, and bestow powers onto them while having them enact their will. Timeless beings may not apply to the rules of time itself, but they can still be affected by it through backlash after messing with time. Time doesn't like it when people go messing with it, fully Timeless beings don't directly feel the effects of this, but if you choose to mess with time in a specific way, it will come at a cost, and I don't just mean your soul.
Timeless warlocks are typically very Magic-Potent Warlocks.
For DMs:
Your Timeless Patron can take on many Physical forms. They can be a Person, to a Weapon (like Hexblade), that doesn't have to be "Sentient", and "Speak", but it can have a will and mind of its own. Timeless Patrons CAN be the Warlocks themselves. Timeless patrons, while in-universe, may have only been created 600 years ago, since they exist outside the bounds of time, they have technically existed since time was created. If your Warlock becomes level 20, they can become the Patron that they were serving under during their life. Additionally, if you are having trouble figuring out the Personality or Goals of your Timeless Patron, maybe they're Lawful Evil. "I was given the power to bend fate, so I did. You are worthy of this power. You should too.", or maybe they're Lawful Neutral. "Balance needs to be withheld. You were given these powers to be a Champion of time herself. So fight to protect it!". Either way, Timeless Patrons are typically Lawful. Though like most things in D&D, they can be completely different in terms of Alignment. Have fun DMs and good luck! Feel free to send me feedback in the comments. :)
Also, Multiclassing into this is completely fine. This will result in them not becoming their Patron, but maybe this is an Alternate Universe version of themselves, where they did. The way that the Timeless Beings work is they have access to another Plane of Existence where time is a Road that they can walk along, and Fate is something that exists beyond Universes. Certain things are meant to happen no matter what, and if they are going along the path of The Timeless and they manage to die, who's to say that sometime within the next thousand years they don't get resurrected and continue their Journey? Your worlds may work differently, but I've found that this is the easiest way to implement my ideas for this Subclass.
Final Disclaimer:
Again, this Subclass is SUPER POWERFUL. Especially at Level 20. Which to be fair I think is rightfully so. Warlocks have a pretty weak level 20 Ability in my opinion, so I gave this Subclass an extra one to make it powerful. ALTHOUGH! You will have to enter in the "Truesight" Manually. I can't make it to where you get it at Level 20!
Features and Traits
NOTE: EVERY FEATURE ON THIS LIST CAN BE USED MORE THAN WHAT IS SAID, HOWEVER IT WILL COST 2 POINTS OF EXHAUSTION PER EXTRA USAGE, UNTIL 6 POINTS HAS BEEN FULFILLED; DEATH.
ADDITIONALLY, COUNTERSPELL CAN BE USED AS A REACTION TO DISABLE ANY OF THESE EFFECTS, AND THE CASTER OF COUNTERSPELL ISN'T REQUIRED TO HAVE "TRUESEEING/TRUESIGHT".
SPECIAL FEATURE:
TIMELESS BEING
Prerequisite: Level 20.
- You BECOME a Fully-Timeless being. You can use each of these Features and only have to take a Short Rest to regain them all, due to you no longer having a "Patron", you have ascended beyond their grasp. After your normal lifespan would end (not via aging, via being killed), you will be called upon by the other Timeless beings and ascend to their Plane of Existence. You gain Truesight/Trueseeing.
This ability replaces the "Eldritch Master" Feature at Level 20 for Warlocks. (It's weak.)
Immortal
Prerequisite: Level 1.
- You become Completely Immortal. This doesn't only mean that you can't die via Lifespan, but you gain a stronger Immortality than most. You can't be decayed either, as decayed is technically "aging", giving you Immunity to Necrotic Damage.
Timeless Adept
Prerequisite: Level 6.
You have become semi-versed with abilities of the Timeless.
Choose between the Foresight feature, the Rewind feature, or the Freeze Flash feature.
Foresight
- Foresight: Your AC is increased indefinitely. You see into the future and dodge whatever is thrown at you. This is a Bonus Action, and only lasts 1 Round, for this amount of time, any incoming attack that requires a Hit will Automatically fail, UNLESS it's a Critical (Natural 20). This can only be used once per Short Rest.
Freeze Flash
- As a Reaction, you Freeze time just long enough for you to attack once, this can be used as an Enemy attempts to hit you, if you hit, you cancel their attack, and gain 5 ft. of Movement Speed, and automatically Disengage despite it being a Reaction. Time will Resume after you have Completed the reaction. If being hit by a Ranged Attack, you can use this Reaction to gain 5 ft. of Movement Speed, and take the Dodge Action. This only works if being hit by an attack that is out of your Reach. If it is in your reach, you have to use it the normal way. This can be used as many times as 1+ Constitution Modifier per Long Rest.
Rewind
Rewind: You target any Creature your character knows got Damaged (Including yourself), as a Reaction, you rewind whatever effect or damage was just bestowed upon your Target. This can be used as 1+ Your Intelligence Modifier + Your Proficiency Bonus per Long Rest.
Timeless Expert
Prerequisite: Level 10.
You understand the abilities of the Timeless well and gain an extra ability.
You choose either the Time Freeze feature, the Time Jump feature, or the Time Loop feature.
Time Freeze
- Time Freeze: You Freeze Time. You gain three rounds to yourself, you can do whatever you want within this time. Whether it be moving, Attacking, Healing/Spell Casting, Ect. During this time, any affected creature cannot take a Reaction, unless they have Trueseeing/Truesight, with Truesight, a creature can take Reactions, but cannot do anything else. Damage dealt in Frozen Time will stockpile, and then be applied after the time resumes, as well as Effects/Spells, and other sorts of things. Items can be interacted with during this, but if items/equipment is thrown, they will be suspended in the air, 5 feet away from the point they were thrown, when time is resumed they will be thrown to their target. You gain advantage on all Attack Rolls done in Frozen Time. Additionally, while moving past creatures in Frozen time, you will automatically Disengage with no cost, however, you will provoke attacks of opportunity when moving within attacking range of a being with Trueseeing/Truesight. This can be used Once Per Short Rest.
Time Jump
- Time Jump: Your Movement speed becomes doubled, plus you automatically take the Dash Action and Automatically Disengage. You Jump forward in time by an Entire round, making it to where you cannot be hit. You also cannot Target other beings while in this state. However, you can position yourself to attack an enemy. Once you come out of this state, you get a Surprise Round on one creature. They can't take Reactions, and you gain Advantage on Damage Rolls against your Target. This can be used Once Per Short Rest.
Time Loop
- As an Action, you can create a "Time Anchor". With a Single Use, after activation, 3 rounds later, you choose if you want to reset the Loop, as the Anchor pulls you back to the activation point, or if you want to disable the Anchor and keep the current loop. If the user is knocked unconscious, the Anchor will be disabled. Everyone creature of the Caster's choice gains an Advantage Point. They can choose for the next 3 rounds if the Loop was reset to use Advantage on one roll that they make. You can only create a Time Anchor once every dawn.
Timeless Master
Prerequisite: Level 14.
You have become a Master with abilities of the Timeless.
Choose between the Timeless Smite feature or the Timeless Strike feature.
Timeless Smite
- Timeless Smite: You gain access to Timeless Energy that you can imbue into any Item/Weapon/Limb, once a living creature is struck, its soul will be cast into the Future, causing it to lose 2 entire turns. No Actions, Bonus Actions, Reactions, Legendary Actions, Mythic Reactions, or Special Reactions. Its body sits there in place, if it dies during this state, then its soul will be destroyed, every creature within 10 feet of it gains Temporary Hitpoints equal to half their current level (rounded up). However, if it is a Fiend then every creature within 10 feet of it takes Fire Damage equal to half of their current level. This can be used as many times as 1 + Your Wisdom Modifier per Long Rest.
Timeless Strike
- Timeless Strike: You Manipulate the Flow of Time, Creating an Anchor before you make an Attack, each time you attack, the Anchor pulls you back, but each Reality will still Exist. You attack up to 3 times, each in a different Timeline, but when the Anchor is disabled, all Attacks will exist at once. Your Target will hit by 3 Attacks Simultaneously. You gain Advantage on Attack Rolls against this target, and the target must make a Dexterity Saving Throw, of DC 17, or take Damage from whatever weapon you're using, +3d6 Force or Thunder Damage (The Choice is up to you). You still gain advantage to hit even if they take the Dodge action. This can be used as many times as 1 + Your Dexterity Modifier per Long Rest.