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Temporal Mage

Masters of the ephemeral and the arcane, Temporal Mages wield the power to bend time and space to their will. Through their charismatic presence and deep understanding of the fabric of reality, they manipulate the very essence of existence, shaping the battlefield to their advantage and unraveling the threads of fate.   Temporal Mages are scholars and adventurers, drawn to the mysteries of the cosmos and the secrets hidden within the flow of time. With their keen intellect and forceful personalities, they command the powers of chronal and spatial magic, altering the course of events and reshaping the world around them.   In combat, Temporal Mages are versatile controllers, adept at manipulating the battlefield and supporting their allies with a blend of temporal and spatial manipulation. They can teleport across distances in the blink of an eye, create barriers of distorted space to shield themselves and their allies, and banish foes to other dimensions with slashes of temporal energy.   With their mastery over time and space, Temporal Mages are both feared and respected, wielding the power of the cosmos in their hands and shaping the course of history itself.
hit dice: 1d6
hit points at 1st level: 1d6
hit points at higher levels: 1d6
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Shortswords
tools: None
saving throws: Charisma, Dexterity
skills: Choose two from Arcana, History, Insight, Investigation, Perception, and Persuasion
starting equipment:
  • (a) a shortsword or (b) any simple weapon

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a scholar's pack or (b) an explorer's pack

  • A spellbook
spellcasting:
  • Spellcasting ability mod: Charisma
  • Spell List: Wizard, plus custom spells
class features:
Temporal and Spatial Magic: At 1st level, you gain proficiency in the Arcana skill, and you learn three cantrips from the wizard spell list. These cantrips count as Temporal Mage spells for you.   Spatial Distortion: At 2nd level, you gain the ability to manipulate space around you. As an action, you can choose a point within 30 feet of you. Until the start of your next turn, the area within a 10-foot radius of that point becomes difficult terrain for creatures other than yourself, and you can cause objects in the area to float and move slightly, providing light cover. Once you use this feature, you can't use it again until you finish a short or long rest.   Chronal Infusion: At 2nd level, you learn to infuse your attacks with temporal energy. Once per turn, when you hit a creature with a weapon attack, you can expend a spell slot to deal an additional 1d8 force damage per level of the spell slot expended.   Temporal Awareness: At 3rd level, your understanding of the flow of time improves. You gain advantage on saving throws against being charmed or frightened.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.   Time Shift: At 6th level, you gain the ability to manipulate both time and space simultaneously. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. Additionally, you can choose a willing creature within 30 feet of you to teleport to a space adjacent to you. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after finishing a long rest.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.   Spatial Barrier: Starting at 10th level, you can create barriers of distorted space to protect yourself and your allies. As an action, you can create a 10-foot-high, 10-foot-wide wall of shimmering energy within 60 feet of you. The wall lasts for 1 minute or until you dismiss it as an action. The wall provides three-quarters cover to creatures behind it and is immune to all damage. Once you use this feature, you can't use it again until you finish a short or long rest.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.   Improved Chronal Infusion: At 14th level, your attacks with Chronal Infusion become more potent. The additional force damage dealt by Chronal Infusion increases to 2d8 per level of the spell slot expended.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.   Temporal Mastery: At 18th level, you can manipulate both time and space on a grand scale. Once per long rest, you can cast the Time Stop spell without expending a spell slot. When you cast Time Stop using this feature, its duration is 2d4 + 1 rounds.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.
subclass options:

Temporal Weaver Features

  Temporal Distortion: At 3rd level, you gain the ability to create a small time loop. As a reaction when you or a creature you can see within 60 feet of you fails a saving throw, you can force that creature to reroll the saving throw and use the new result. Once you use this feature, you can't use it again until you finish a short or long rest.   Spatial Rift: Starting at 6th level, you can create a slashing tear in space to temporarily banish enemies. As an action, choose a direction within 60 feet of you. A 10-foot-wide, 60-foot-long slash appears in that direction. Each creature caught within the path of the slash must make a Charisma saving throw against your spell save DC. On a failed save, a creature is banished to a harmless demiplane for 1 minute. While banished in this way, the target is incapacitated and effectively removed from the battlefield. At the end of each of its turns, a banished target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Once you use this feature, you can't use it again until you finish a short or long rest.   Temporal Mastery: At 10th level, your understanding of temporal magic deepens. You can cast the teleport spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.   Spatial Echo: At 14th level, you gain the ability to create echoes of yourself in different points of space. As a bonus action, you can create up to three illusory duplicates of yourself within 30 feet of you. These duplicates last for 1 minute or until they are destroyed. Each duplicate shares your actions and movements, confusing your enemies and making it harder for them to target you. Creatures have disadvantage on attack rolls against you while you have at least one duplicate active. Once you use this feature, you can't use it again until you finish a short or long rest.      

Temporal Guardian Features

  Temporal Shield: At 3rd level, you gain the ability to create a shield made of temporal energy. As a reaction when you are hit by an attack or targeted by a spell that requires a saving throw, you can use your reaction to impose disadvantage on the attack roll or the saving throw.   Spatial Anchor: Starting at 6th level, you can create a spatial anchor to manipulate the battlefield. As an action, choose a point within 60 feet of you. Until the start of your next turn, that area becomes magically anchored, preventing any creature from teleporting into or out of it. Additionally, any creature that enters or starts its turn in the area must make a Charisma saving throw against your spell save DC. On a failed save, the creature's movement speed is reduced to 0 until the start of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.   Temporal Mastery: At 10th level, your mastery over time magic enhances your defensive capabilities. You gain resistance to all damage types while you are under the effects of a spell that you cast.   Spatial Disturbance: At 14th level, you can create a massive disturbance in the fabric of space around you. As an action, you create a 30-foot-radius sphere centered on yourself. For the next minute, any creature within the area has its movement speed halved, and any ranged attack made into or out of the area has disadvantage. Additionally, any creature that starts its turn within the area must make a Charisma saving throw against your spell save DC or be restrained by the spatial distortion until the start of its next turn. Once you use this feature, you can't use it again until you finish a long rest.
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Created by

Morgatron247.

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