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Time Tinkerer

hit dice: 1d6
hit points at 1st level: 6 + constitution modifier
hit points at higher levels: 1d6(4) + con for each level higher than first
armor proficiencies: Light
weapon proficiencies: Simple
tools:
saving throws: Constitution, Intelligence
skills: pick two from Arcana, Investigation, History, Perception, Survival, and Insight
starting equipment:
Any simple weapon
Time teller or any arcane focus or a component pouch
Explorer's pack or scholar's pack
Leather armor
spellcasting:
level cantrips known spells known manipulations known
1 3 2 1
2 3 3 1
3 4 4 1
4 4 5 1
5 4 6 2
6 4 7 2
7 4 8 2
8 4 9 2
9 4 11 2
10 4 12 2
11 5 13 3
12 5 14 3
13 5 15 3
14 5 16 3
15 5 16 3
16 5 16 3
17 5 17 4
18 5 17 4
19 5 18 4
20 5 18 4
class features:
Spellcasting: The Time Tinkerer is a full caster. Your spellcasting ability is intelligence. You may use a device that tells time such as a hourglass as a spellcasting focus. The number of spells and cantrips known is shown on the spellcasting table. Time Tinkerers know always have all spells they know prepared, and may change up to one spell they know after each level up in addition to learning a new spell(if applicable). You may ritually cast any Time Tinkerer spells you know ritually if they have the ritual tag.   Time Manipulation: Additionally at first level, you learn a minor way to manipulate time. You have a number of time charges equal to your proficiency bonus. Additionally, pick one of the following abilities. You may use the base version of that ability by spending one time charge.
  • use a reaction to re-roll an attack roll you make. You must use the new roll.
  • (Empower) you may re-roll an attack roll you can see within 30 ft. of you as a reaction. You decide which roll is used.
  • dash, disengage, or dodge as a bonus action
  • (Empower) you may dash, disengage, and dodge as a bonus action
  • As an action, teleport up to 5 ft. This teleport doesn't finish until the end of the current turn. If the space you would teleport to is occupied, you appear in the nearest unoccupied space.
  • (Empower) You or a willing creature you touch, as your action, teleports 30 ft. to somewhere you can see. This teleport completes at the start of your next turn. If the space the teleporting creature is teleporting to is occupied, the creature appears in the nearest unoccupied space.
  • cast a cantrip as a free action
  • (Empower) cast a spell whose level is of half your proficiency bonus or less (rounded down) and that has a casting time of one action as a free action. (You still only can cast one leveled spell per turn)
  • As an action, increase your initiative roll by your intelligence modifier. Your new initiative takes effect at the start of the next round.
  • (Empower) As a bonus action, increase or decrease your initiative roll by your intelligence modifier. Your new initiative takes effect at the start of the next round.
  When you gain an additional manipulation known, you either may learn a new manipulation or empower one you currently have. When you Empower a manipulation, you use the Empowered version instead whenever you use that manipulation.   You may only use one manipulation each round   You recover a number of spent time charges equal to half of your proficiency bonus, rounded up, at the end of short rests and all spent time charges at the end of a long rest.   Quickened rests: Starting at 2nd level, the duration of your short rests are reduced by a number of minutes equal your time tinkerer level (to a minimum of one minute). If an effect such as the spell catnap causes you to gain the benefits of a short rest in a reduced amount of time, this reduces that amount as well.   Exposure to time: Starting at 9th level, you gain the following benefits:
  • If time is stopped near you you may take one turn during stopped time.
  • You may move freely if time is slowed.
  • You can't be magically aged against your will.
  • You are immune to any spell or other magical effect that would reduce your speed, but not reduce it to zero (excluding difficult terrain).
  Temporal recovery: Starting at 18th level, you may cast any number of leveled spells in one turn.   Lord of Time: At 20th level, you gain the following benefits:  
  • Quickened rests now applies to allies near you and reduces the length of short rests by a further 10 minutes.
  • You stop aging.
  • You may move freely in stopped time.
  • You regain all spent time charges when you complete a short rest.
  • subclass options:

    Reservoir

    3rd level: you gain proficiency in history. You gain expertise in history instead if you are already proficient in history.   Additionally, you may freeze a spell in time to use it at the right moment. At the end of a long rest, you may cast one spell with a casting time of one action, bonus action, or reaction, that you had an unspent spell slot for before starting the rest, and that has a level less than your proficiency bonus. The spell then takes no immediate effect and you spend no spell slot on it. Before you finish your next long rest, you may cast that spell without spending a spell slot or requiring components.   6th level: At 6th level, you learn how to create a window through time to escape from danger. As an action, you may leave a magical imprint on a space you occupy. The space remains imprinted for the next minute. While you have a space imprinted, you may use an action to return to that space. When you take this action, your current hit points return to what they were when you created the imprint, and the imprint disappears. This action fails if the space you imprinted is occupied, but the imprint doesn't disappear if the action fails. Once you create an imprint, you can't do so again until you finish a long rest.   10th level: Starting at 10th level, your frozen spells don't disappear at the end of a long rest. You may have a number of frozen spells equal your time tinkerer level divided by four (rounded down) at any one time. If you attempt to freeze another, the oldest frozen spell disappears. You still may only freeze one spell at the end of any long rest.   14th level: You gain the spell contingency if you don't already know it, and it doesn't count against your number of spells known. Additionally, you may have two contingencies active at once.   20th level: You may have up to 3 contingency spells active at once. Additionally, you may cast contingency at up to 9th level. When you cast contingency using a higher level spell slot, the other spell may be of any level lower than contingency's spell slot.    

    Interloper

      3rd level: Once per long rest, you may cast a spell you don't have a slot for. When cast in this way, you lose one slot of the level the spell was cast using at the end of your next long rest. If you have zero spell slots of a certain level after a long rest, you can't cast a spell of that level with this feature.   6th level: As a reaction to being hit by an attack or failing a saving throw, you instead ignore any effects from the attack or failed save until the end of your next turn. The only exception is that if the attack or save would cause you to become grappled, restrained, or incapacitated, you still are, but you ignore any other effects. These effects include other conditions such as poisoned or damage. You may use this ability a number of times equal to your constitution modifier between long rests.   10th level: You may, at the end of a short rest, gain the benefits of a long rest. After using this ability, you gain no benefits from the end of your next long rest and must gain the benefits of a normal long rest to regain this ability.   14th level: As an action on your turn, you can force a creature to make a charisma saving throw against your spell save DC. If your target fails, you know what course of action this creature plans to take on its next turn. This doesn't account for major changes between your turn and its turn. A creature immune to divination is unaffected by this, but it appears they succeeded on their save. You may use this ability a number of times equal to your intelligence modifier between long rests.   20th level: At the start of your turn, You may choose up to 4 creatures within 60 ft. of you. You may choose yourself and you may choose a creature multiple times. Your turn then ends. Each creature chosen takes an additional turn for each time it was chosen. After these additional turns, you are stunned for a number of turns equal to 1 + the number of extra turns taken. You may use this ability once between long rests.      

    Looper

      3rd level: you know the cantrip mage hand, and it doesn't count against your number of cantrips known. You may cast spells through your mage hand as if they originated from you.   6th level: You may teleport as a bonus action without spending a slot after casting a leveled spell. The distance you can travel is equal to 5 x the spell's level in feet. You may use this ability a number of times equal to your intelligence modifier (minimum of once) between long rests.   10th level: You may concentrate on two spells at once. You make concentration checks with disadvantage while doing so, and if you fail you lose concentration on both spells.   14th level: If a spell or magical effect allows you to see through another's senses but makes you lose your own, you may still use both sets of senses at once. Additionally, you become immune to blindness and deafness.   20th level: As an action, you can create a copy of yourself. Your copy uses a separate initiative from you. You share hit points, spell slots, and any spells or magical effects effecting one effects the other. If you concentrate on two spells during this time, each copy has its own concentration. The copy lasts for a number of rounds equal to your intelligence modifier + your proficiency bonus. It also is dispelled if you drop to 0 hit points or you take a free action to dismiss it. Once used, you may used this ability again after any rest.  

    Clock Stopper

      3rd level: if you are hit by an attack, you may use a reaction before any effects of the attack occur. If you do so, you slow time to move up to half your speed without provoking opportunity attacks. As long as you are out of the attack's range, the attack misses. This ability may be used a number of times equal to your time tinkerer level divided by four (rounded down, minimum of one) between rests.   6th level: your control over slowing time allows you to react sooner. You have advantage on initiative rolls as long as you aren't surprised. Additionally, you have advantage on dexterity saving throws provided you can see the source of the save.   10th level: As an action, you may stop time until the end of your next turn. You may use this ability once between (short or long) rests.   14th level: Whenever you stop time, you may choose one creature to be unaffected with you. Additionally, you may stop time twice between rests.   20th level: You have such control over slowing time that you can react to multiple threats. You no longer have one reaction per round. Instead, you may take a number of reactions equal to your intelligence modifier each round (minimum of two reactions). You may only take one reaction per turn.
    LevelXPAbilities
    10spellcasting, time manipulation
    2300quickened rests
    3900type of time control
    42700ability score improvement
    56500
    614000time feature
    723000
    834000ability score improvement
    948000exposure to time
    1064000time feature
    1185000
    12100000ability score improvement
    13120000
    14140000time feature
    15165000
    16195000ability score improvement
    17225000
    18265000Temporal recovery
    19305000ability score improvement
    20355000time feature, lord of time

    Created by

    an_ultra_ball.

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