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- Jun 2009
D&D 5e Base Class Contest IX: It's Time for Time
Welcome to the ninth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place the your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.
1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Time. Any class which uses the concept of time is valid here.
2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on
December 8thDecember 22nd. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.
Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!
Chat Thread: http://www.giantitp.com/forums/showt...IX-Chat-Thread
Deadline: End of day December 22nd.
Last edited by MoleMage; 2019-12-24 at 04:58 PM.
- Join Date
- Oct 2017
Re: D&D 5e Base Class Contest XI: It's Time for Time
Skills Arcana, Athletics, Acrobatics, History, Survival, Investigation
1 Time Sense, Stolen Moments
2 Hyperbolic Time
6 Continuum Feature
10 Continuum Feature
11 Action Surge, Lesser Infinities
14 Continuum Feature
18 Continuum Feature
L1 Time Sense
Beginning at 1st level you have an unerring sense of the passage of time. This can be bent to a variety of purposes, such as noticing the delay in a character’s responses indicating a lie or possible ambush.
You may add your Proficiency bonus to Initiative and Insight.
Additionally, you can immediately tell when you have entered an area in which time passes at a different rate. A DC 15 Arcana check will reveal the degree to which it is different from the normal rate.
L1 Cosmic Channeling
Beginning at 1st level you learn to channel the cosmic energies of eternity and infinity into a small number of spells. You will know few and your reserves of cosmic power will deplete rapidly, but so to do your energies rapidly recover. You recover all spell slots after a short rest. Further, the continuous flow of energies increases the potency of your spells resulting in each being cast at the maximum possible strength for your level.
L1 Stolen Moments
Beginning at first level you learn to accrue extra time by skipping many insignificant moments or a single significant moment. At the end of any rest you have one Stolen Moment. After rolling initiative you can accrue additional Stolen Moments when you hit with an attack or spell and choose to forgo dealing damage or other effects. Instead, the potential consequences of that attack or spell are held as a reserve of potential.
You can store up to your Constitution bonus in Stolen Moments. You can spend a Stolen Moment when you make an Attack or Spell Attack. Spending before the attack roll allows you to forgo rolling and treat the attack as a hit, dealing damage normally. Spending on a hit instead adds 1d8+ your Arcanaut level in psychic damage to the effects of the attack or spell as the potential suffering of a previous foe is experienced by the current target.
At 2nd level you choose whether you will progress along an Accelerated, Orthogonal, or Static Continuum. This choice grants unique class features at levels 2, 6, 10, 14, and 18. .
L2 Hyperbolic Time
Beginning at 2nd level, you learn to stretch and contract your personal temporal frame of reference.
At the beginning of your turn you may choose to enter an altered time frame. You can choose whether you wish to Slip or Drag through time. Regardless of choice, at the beginning of your following turn you will enter the other state for 2 rounds. While Slipping you can take an additional action to dash, use an object, or make a single attack. While Dragging your speed is reduced by 5ft and you can take only an action or bonus action on your turn, however you have resistance to Slashing, Piercing, and Bludgeoning Damage. Your choice of Continuum also grants you additional options while employing Hyperbolic Time.
You can enter Hyperbolic Time twice. You recover all uses of this ability after a short rest. You gain an additional use of this ability at 11th and 17th level.
3rd Continuum Feature
Orthogonal- Regardless of the Time Differential created by slipping or Dragging, you can cause an overlap of similar timelines in which you have moved to different locations. Once per turn You can sacrifice any amount of your movement to teleport to an empty space you can see a distance away equal to the movement sacrificed.
Static Quagmire- The inertia built up by your attacks while Dragging is magnified by the time differential increasing the damage of your melee attacks by 1d12. Creatures that begin their turn adjacent to you must succeed on a Con Save or be Dragged as well (limited to one action or bonus action on their turn). Affected creatures also have their movement speed reduced by 10 feet and cannot take the dodge or disengage actions.
Accelerated- Your movements become difficult to track while Slipping and you seem to stutter in and out of phase granting you a +2 bonus to AC.
4th ASI: you know the drill. 4,8,12,16,19
Accelerated: extra attack
Static: Delay Damage Self (Tanking) as a reaction you can delay the damage of an attack until the end of your next turn. During this time each point of healing you receive reduces the delayed damage by two points as the time differential magnifies it’s effectiveness.
Orthogonal: Alternate Self: Choose a different Skill Proficiency at the end of any rest or Hyperbolic Time
10th Continuum Feature
Your greater mastery of the ebb and flow of time garners you the ability to make the most of what you steal
Accelerated: Spend Stolen Moment to dodge, dash, disengage, or Interact with an Object
Static: Temporal Stutter, as a reaction you can freeze your personal flow of time to allow a successful attack to pass you by. You then race ahead to the current moment, skipping the injury. Spend two Stolen moments to reduce all damage from one attacknor spell to 0.
Orthogonal: as a reaction Spend a Stolen Moment to grant a target resistance to all damage from a source as you create an overlap between them and an alternate version of them from a different timeline.
Action Surge-like a fighter
11th Lesser Infinities
Beginning at 11th level you are capable of harnessing more potent and rarefied cosmic energies. This power allows you to cast spells of level 6 and above. You continue to learn spells of levels 6-9 as you level but you may only cast each spell once. You regain the ability to cast all these spells after a long rest.
14th Continuum Feature
Accelerated: when entering Hyperbolic Time you may now choose to Slip for two rounds before dragging for one round
Static: when entering Hyperbolic Time you may now choose to Drag for two Rounds before you Slip for 1 round.
Orthogonal: when entering Hyperbolic Time to Slip you can choose to have a creature within 10 feet automatically begin to drag. When entering Hyperbolic Time to Drag you can choose a to have a creature within 10 feet begin to Slip.
18th Continuum Feature
Accelerated: When you make an attack of opportunity you can expend a Stolen Moment to keep your
Static: when you hit a target with a melee attack you can spend a Stolen Moment to halt the target’s progress through time. any creature or Huge or smaller object you hit disappears until the beginning of your next turn at which time you can spend another Stolen Moment to extend its absence until the beginning of your next turn. The target reappears in its space or the nearest empty space in an orientation that will fit. When it returns it creates a loud crack of thunder dealing 3d8 thunder damage to itself and each creature or object within 10 feet. The target is unaware of events or the passage of time that transpired since its disappearance.
Orthogonal: As an action you can spend 3 Stolen Moments to summon a version of yourself from a nearby parallel universe. You cast Simulacrum on yourself with no components. The duplicate disappears after 3 rounds. You must complete a long rest before using this feature again.
1 Zephyr Strike, Thunderwave
2 Mirror Image, Blur
3 Plant Growth, Lightning Bolt
4 Divination, Confusion
5 Awaken, Swift Quiver
1 Absorb Elements, Shield
2 Hold Person, Heat Metal
3 Protection from Energy, Feign Death
4 Death Ward, Stone Skin
5 Hold Monster, Cone of Cold
1 Cure Wounds, Silent Image
2 Nondetection, Lesser Restoration
3 Revivify, Blink
4 Giant Insect, Dimension Door
5 Raise Dead, Greater Restoration
Surge-Bonus action cast for +15 feet of movement and +1 AC till end of next turn
Leomund’s Tiny Hut
Steel Wind Strike
Wall of Force
Flesh to Stone
Word of Recall
Last edited by BerzerkerUnit; 2019-11-08 at 05:48 PM.
- Join Date
- Jun 2009
Re: D&D 5e Base Class Contest IX: It's Time for TimeSpoiler: Initial ThoughtsConcept: Resonant
A class which improves its own actions by taking them "simultaneously" across multiple turns, creating a resonance effect in time.
A class with delayed-action abilities (like Delayed Blast Fireball but with no control over the delay).
A class which has a lot of personal time effects, including acceleration, rewind, or slowdown.
Pre-11/9: Initial class workup.
11/9: Class formatted for this post.
12/6: Changed Clockwork Weapon and Clockwork Armor to modify existing weapons/armor instead of creating new ones. Renamed Gravity Well to Arrow Time. Added the techniques Distort, Extend, Interrupt, Phase, Predict, Tempo, and Warp.
A warrior armed with a temporal manipulation device known as a chronometer.
Level Proficiency Bonus Features Temporal Techniques Known 1st +2 Chronometer, Temporal Techniques 3 2nd +2 Perfect Timing 3 3rd +2 Innovation 4 4th +2 Ability Score Improvement 4 5th +3 Winding Strike 5 6th +3 Innovation Feature 5 7th +3 Temporal Recovery 6 8th +3 Ability Score Improvement 6 9th +4 Rapid Action 7 10th +4 Chronometer Improvement 7 11th +4 Winding Strike Improvement 7 12th +4 Ability Score Improvement 8 13th +5 Innovation Feature 8 14th +5 Timeless Self 8 15th +5 Temporal Recovery Improvement 9 16th +5 Ability Score Improvement 9 17th +6 Instant Rewind 9 18th +6 Innovation Feature 10 19th +6 Ability Score Improvement 10 20th +6 Accelerated Chronometer 10
Spoiler: FeaturesClass Features
As a Clockwinder, you gain the following features
Hit Dice: 1d10 per Clockwinder level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Clockwinder level after 1st.
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: Tinker's tools
Saving Throws: Constitution and Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, and Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) scale mail or (b) leather armor, heavy crossbow, and 20 bolts
- (a) a dungeoneer's pack or (b) an explorer's pack
- A set of tinker's tools
Magic is a largely symbolic art, and temporal magic is no exception. At 1st level, you have captured magical potential in a specially crafted pocketwatch or similar spring-powered timepiece known as a chronometer. You use your chronometer to activate some class features and most temporal techniques. After you use your chronometer, it takes some time to rewind itself, during which time you cannot activate it. Roll 1d12. This is the number of rounds before your chronometer is fully rewound. At level 10, you craft a second chronometer. Track each chronometer's rewind time separately.
If you ever lose one of your chronometers, you can recreate a new one over the course of a long rest as long as you have access to a set of tinker's tools and raw materials costing 15 gold pieces.
Temporal techniques are the fusion of personal combat and temporal arcana. At 1st level, you know three temporal techniques of your choice, which are detailed at the end of this class. Many temporal techniques require the activation of your chronometer. If your chronometer is not currently wound, you cannot use those techniques.
If a Temporal Technique calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
At 2nd level, your long experience working with timepieces has given you an exceptional sense of timing. You always measure the passage of time perfectly, even if you are unconscious. Additionally, if you are asleep, you can use your action to wake up.
At 3rd level, you begin developing new methods and uses for chronometers. Choose Brassbound Warrior or Timespace Scount, which are detailed at the end of the class. Your choice grants you features when you take it and again at levels 6, 13, and 18.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
At 5th level, you learn to convert some of the momentum of your weapon attacks into stored energy. Whenever you take the attack action on your turn, you may use your bonus action to reduce the number of turns remaining until your chronometer is rewound by one. Beginning at 11th level, whenever you use this feature you may choose to reduce the number of turns remaining on one chronometer by 2, or reduce the number of turns remaining on both of your chronometers by 1.
At 7th level, you learn to convert large expenditures of chrono energy into health for yourself. Whenever you activate your chronometer and roll a 12 as the result, you may choose to regain health equal to 12 + your Constitution modifier + your clockwinder levels. Once you have done so, you cannot do so again until you have completed a short rest.
At 15th level, this ability improves. You can now choose to use this ability any time you activate your chronometer. If you do so, you regain health equal to the result of your chronometer roll + your Constitution modifier + your clockwinder levels.
At 9th level, you learn to take advantage of warped time to take actions faster than would normally be possible. As an action, you can activate your chonometer to instantly take any action that would normally take up to a minute per clockwinder level you possess, such as searching a room, picking a lock, or crafting a simple item. If you take any damage during this process, you exit the accelerated time stream you are in, though you might still be able to finish the action at normal speed.
At 14th level, constant exposure to shifting time has altered your physical being. You no longer age, and you can perfectly recall any event which you have witnessed within the normal lifetime of your race.
At 17th level, you can instantly rewind your both of your chronometers as a bonus action. Once you have used this feature, you cannot do so again until you have completed a short rest.
At 20th level, your chronometers rewind much faster. After rolling 1d12 to determine the rewind time of one of your chronometers, reduce the result by half (rounded down).
Spoiler: Brassbound WarriorBrassbound warriors are clockwork juggernauts, heavy brass armor and weapon lending power to their arms and protecting them from powerful harm..
When you first select this Innovation at 3rd level, you gain proficiency in smith's tools and heavy armor.
At 3rd level when you select this Innovation, you can modify weapons with clockwork enhancements. Applying a clockwork enhancement to a weapon can be done during a short or a long rest and requires tinker's tools. You can only have one weapon enhancement applied at a time, and clockwork enhancements only work if the weapon is wielded by you. If you create a new clockwork enhancement, the old one stops functioning.
- Spinning blades or crushing gears surround the weapon's sweet spot. Attacks with the weapon deal an additional 1 damage. If the weapon has the two-handed or heavy property, it instead deals an additional 2 damage. While your chronometer is rewinding, the weapon deals an extra 3 damage instead.
- Stabilizing gyros improve the weapon's accuracy. You have a +1 bonus to attack rolls with this weapon. While your chronometer is rewinding, the weapon also deals a critical hit on a roll of 19 or 20.
- You create a clockwork duplicate of a light weapon. When fighting with the clockwork duplicate and the original weapon you may still apply your ability bonus to the damage dealt by the off-hand attack. You can use your Winding Strike feature as part of the same bonus action used for two-weapon fighting.
- A bow or crossbow is modified with ratcheting gears. All your ranges with that weapon are increased by 50% and you ignore the loading property if it has it. While your chronometer is rewinding, you also gain a +1 to attack and damage rolls with that weapon.
At level 6, you learn to modify your armor with clockwork enhancements as well. Applying a clockwork enhancement to your armor can be done during a short or along rest and requires tinker's tools. You can only have one armor augment applied at a time, and armor augments only work if the armor is worn by you. If you create a new armor augment, the old one stops functioning.
- Articulated plates automatically move into place to block incoming attacks. The armor class of this armor improves by 1. Whenever your chronometer is rewinding, this armor class improves by an additional one.
- Ratcheting gears lock your gauntlets on command. You cannot be disarmed against your will and have advantage on Strength(Athletics) checks made to grapple. Whenever your chronometer is rewinding, you may also make a grapple attempt as a bonus action after taking the attack action on your turn.
- Spring-loaded plates can launch out to protect allies. These plates counts as if you are wielding a shield, but you may still manipulate objects with that hand. Whenever your chronometer is rewinding and a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. This augment does not allow you to wield a shield and a weapon with the same hand.
Also starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn, as long as you are wearing armor with a clockwork augment or wielding a weapon with a clockwork enhancement.
Starting at 13th level, whenever you activate your chronometer, you also gain temporary hit points equal to your Intelligence bonus (minimum 1).
Starting at 18th level, the first time you strike a creature with your clockwork weapon on your turn, you deal an additional 1d12 force damage. If you roll a 12 for this damage, you also reduce the number of rounds remaining for both of your chronometers to rewind by 1.
Spoiler: Timespace ScoutSome clockwinders choose to more deeply explore the connection of space to time, and unlock abilities that allow them to observe and infiltrate.
When you first select this innovation at 3rd level, you gain proficiency in thief's tools.
Also at 3rd level, you begin displacing yourself each time you alter your timeline. Whenever you activate your chronometer, you also may teleport to a space you can see within 10 feet.
At 6th level, your weapons attack multiple layers of reality. When you hit with a weapon attack on your turn, you deal an additional 1d6 force damage. Even if you miss with a weapon attack, you deal 1 force damage. This damage increases to 2d6 and 2 at level 13.
Also at 6th level, while your chronometer is rewinding, you ignore disadvantage when making ranged weapon attacks at long range, and you can see as far as the horizon as if it was within 10 feet of you, so long as there are no obstructions.
Starting at 13th level, your mastery of timespace allows you to see the flight of an arrow with ease. When you are targeted by a ranged attack, you can use your reaction to impose disadvantage on the attack roll. If the ranged attack misses you, you can activate your chronometer to redirect the attack against a target within 60 feet of you. Make a ranged weapon attack. On a hit, the target is struck as if the original attacker had successfully attacked them.
Starting at 18th level, when you use your displacement winder feature, you can teleport up to 30 feet. After teleporting, you can make a single weapon attack for free against a target in range.
Spoiler: Temporal TechniquesThe techniques described here are listed in alphabetical order.
On your turn you can activate your chronometer (no action required) to gain a bonus to your move speed equal to your current move speed until the end of your turn. Until your chronometer is rewound, you gain a 5 foot bonus to your move speed on subsequent turns.
As an action, activate your chronometer and designate a creature you can see within 30 feet. You cause their personal time to splinter. They must make a Constitution saving throw. On a failed save, they take force damage equal to 1d6 plus an additional 1d6 for every three clockwinder levels you possess. On a successful save, they take half damage.
When your chronometer finishes rewinding, the target takes damage again as if they had failed their save.
At the beginning of another creature's turn you can activate your chronometer. That creature must make a Dexterity saving throw or have its move speed reduced by half until the end of its turn. Regardless of whether it makes its save, the creature's move speed is reduced by 5 feet until the chronometer is rewound.
By obscuring a creature from the timeline, you make it difficult to target that creature with attacks or effects. You can activate your chronometer at any time with no action required to give a creature you can see a bonus to its armor class against a single attack or to a single saving throw equal to your intelligence bonus.
When you take the Attack action on your turn, you can activate your chronometer. When the chronometer finishes rewinding, you immediately take another attack action which originates in either your current location or the location where you used this technique. While your chronometer rewinds itself, you deal an additional 1 damage with weapon attacks. This increases to 2 damage at level 11.
When an effect you are aware of with a duration of at least 1 minute ends, you can activate your chronometer to extend its duration further. The effect now lasts until your chronometer rewinds. You cannot extend effects which ended because a creature stopped concentrating on them.
When a creature you can see makes an attack roll, you can activate your chronometer as a Reaction to make a single weapon attack against that creature before its attack. Until your chronometer finishes rewinding, that creature has disadvantage on attack rolls against creatures other than you if it is within 5 feet of you.
Requires level 6
As a Reaction when you take damage, you can activate your chronometer to shift partially into another timestream. You take half as much damage from the triggering effect, and until your chronometer finishes rewinding you reduce all damage you take of that type by 1. If the triggering source did more than one type of damage, you reduce the damage taken by all of its types in this way.
When you roll initiative, you may activate your chronometer. Add the result of its roll to your initiative score, and until it rewinds you can increase or decrease the result of any d20 roll by 1 as a Reaction each turn. At level 11, you can modify a roll up or down by 2 instead.
Requires Brassbound Warrior
You may activate your chronometer on your turn to cause your weapon's gears to extend its reach. Your weapon's reach is increased by 5 feet until the end of your turn. You must be wielding a melee weapon modified by a clockwork enhancement to use this technique.
As an action, you can reduce the number of rounds until your chronometer is rewound by 2. If you have the Winding Strike class feature, this technique applies its effects as well.
Requires level 6
As an action, you activate your chronometer to cause time to shatter in an area. Until your chronometer finishes rewinding, a 20 foot cube centered on a point within 30 feet of you counts as difficult terrain, and creatures which enter the area for the first time take 1d4 force damage plus 1d4 per five clockwinder levels you posses. When your chronometer finishes rewinding, creatures which entered the area at any point take the maximum possible damage of this effect, even if they are not in the area any longer.
At the end of your turn, you may activate your chronometer. Until the start of your next turn, you are removed from the battlefield. You ignore all effects and take no damage. When this effect ends, you reappear in the same space, or the nearest open space if that space is occupied.
Requires level 9
As an action, you activate your chronometer to split a target within 30 feet into two separate copies until the end of their next turn. Each copy takes its own turn simultaneously, with the following restrictions:
Copies can only make a single weapon attack when taking the Attack action and may not use Multiattack.
Copies share health, spell slots, and other resources or limited uses of features. If an effect would deal damage to both copies, each must suffer its effects separately, but the damage is dealt to the shared health pool both times.
At the end of the second copy's turn, both copies collapse into one of the copies, chosen by the creature.
Requires level 13
At the start of your turn, you may activate your chronometer. Until the start of your next turn, no creatures may use reactions or legendary actions. At the end of this turn, immediately take another turn. Using this technique always takes the maximum time to recharge, regardless of what you roll for your chronometer.
After missing with an attack roll or failing a saving throw, you can activate your chronometer to reroll the dice using the same bonus. You must use the new result, even if it is also a miss or failure.
Requires Timespace Scout
As a bonus action, you activate your chronometer to teleport to a space you can see up to 60 feet away.
Last edited by MoleMage; 2019-12-06 at 08:27 PM.
- Join Date
- Jun 2018
Re: D&D 5e Base Class Contest IX: It's Time for Time
Attuned to timing and rhythm, as a streetsmart skirmisher with focus on either dancing, divination, or fighting dirty. Dex martial class somewhere in-between bard, monk, and rogue.
Cadence: (main mechanic)
Concentration on passives that build up over a few turns. Breaking concentration or stopping their movment ends the effects. You start out knowing a few different measures of cadence and learn more as you level up.
Dancer, an extreme level of control over their bodies let's the dancers use their elusive movements to avoid dangers and mesmerize the audience.
Alleybrawler, using their fist or whatever objects that they can reach, the alleybrawlers follow the rhythm of the cobblestone, fists, and footwork to pinpoint weaknesses in their enemies defenses.
Harbinger, Weaved into the timing of the world that they have notions of what will happen.
Last edited by Fnissalot; 2019-10-17 at 01:13 AM.
- Join Date
- Apr 2011
Re: D&D 5e Base Class Contest IX: It's Time for TimeSPEEDSTER
A man in a red suit dashes into combat, so fast that he becomes a blur. His fist bursts with lightning as it crashes with inhuman speed into an orc's face.
An elf moves so fast she seems to be in two places at once. A sword swung at one of those places reveals that it was merely an optical illusion as she runs behind her attacker and punches him in the back of the head.
A half-orc runs into combat with unbelievable speed, seemingly insubstantial as he phases through enemies and obstacles.
A speedster's power comes from the Speed Force. This mysterious entity allows a combination of physical changes and time distortion to let its chosen move at incredible speed. The blessing of the Speed Force also takes care of certain realities like air resistance, the need to breathe, inertia, and various strains on the body that would prevent moving at such speeds. The most potent weapon of the speedster is actually the lightning charge they build via static electricity when moving, another of the obstacles the Speed Force protects them from.
The consciousness or lack thereof of the Speed Force is unknown. It is unknown if it has a morality, motives, or goals, where it may be, or if it is a tool of some godlike being. Whatever the case, becoming a speedster does not come by choice; they are chosen by the Speed Force or whoever or whatever controls it. In at least one case, this transformation took the form of being struck by lightning.
The lightning and speed may be the speedster's only abilities, but they use them in a variety of ways, including ways that don't seem to be functions of either. The nature of their transformation may leave speedsters believing they were chosen for a higher purpose, but whatever it may be is up to the individual to discern.
Creating a Speedster
Speedsters can come from any background and have any motivation. They may use their power frivolously or responsibly, and have no real connection to each other. Many have their speed leak into their personality; always in a rush, quick to anger and forgive, fast with a comeback, etc.
A speedster relies on their Strength and Dexterity to accomplish most of what they do, and either one could be their best score, depending on the player's preference and the role they want to fill, but Dexterity would be the best choice most often.
Level Proficiency Bonus Movement Increase Features 1st +2 - Speed Force, Static Charge 2nd +2 +5 feet Unarmored Movement, Adoit 3rd +2 +5feet Power Focus 4th +2 +10 feet Ability Score Improvement 5th +3 +10 feet Extra Attack 6th +3 +15 feet Power Focus Ability 7th +3 +15 feet Extreme Dash 8th +3 +20 feet Ability Score Increase 9th +4 +20 feet Lightning Refexes 10th +4 +25 feet Power Focus Ability 11th +4 +25 feet Extra Attack II 12th +4 +30 feet Ability Score Improvement 13th +5 +30 feet Lightning Hands 14th +5 +35 feet Power Focus Ability 15th +5 +35 feet Ludicrous Speed 16th +5 +40 feet Ability Score Improvement 17th +6 +40 feet Lightning Recovery 18th +6 +45 feet Ability Score Improvement 19th +6 +45 feet Power Focus Ability 20th +6 +50 feet Extra Attack III
As a speedster, you gain the following class features:
Hit Dice: 1d8 per speedster level
Hit Point: 8 +your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per speedster level after 1st
Weapons: Simple Weapons, short swords.
Tools: Disguise Kit
Saves: Dexterity and Intelligence
SKills: Choose two from Acrobatics, Athletics, Investigation, Sleight of Hand, and Stealth
You start with the following equipment in addition to the equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer's pack or (b) explorer's pack
a set of fine clothes
Beginning at 1st level, you move faster than normal for your species. Any time you move, you may treat your walking speed as doubled, but you must move in incremenets of 10 feet instead of 5 feet, i.e., you move ten feet in one direction for each square of movement you normally have. You can also change the increments to 15 or 10, alternating at your option, but you gain 1 level of exhaustion at the end of your turn.
As you move, you build up a static charge which you can unleash on your enemies. Beginning at 1st level, you gain one point of static charge for each five feet of movement you make in a turn over thirty feet. You can discharge this energy on a target you hit with an unarmed strike, dealing 1 point of lightning damage per point of static charge. Otherwise, half of your stored static charge disappears at the beginning of your turn, rounded up. The amount of static charge you build is not based on the total movement used, but the distance between your starting point and ending point, and difficult terrain only confers one static charge point for each five feet moved. You always discharge the entirety of the static charge points when you use them for any purpose. If you discharge your static charge points and then move any further that turn, you build up more static charge points.
Beginning at 2nd level, your walking speed increases when you are not wearing armor or wielding a shield. The class table details the amount in the column labeled "movement increase."
Beginning at 2nd level, your speed is not just in your movement. When you take the dash action, you can do one of the following as a bonus action: help, make an unarmed strike, interact with an object, dodge, or disengage. You may take two bonus actions in a turn of any type you are normally able to make, but you gain a level of exhaustion at the end of your turn.
Even though the speedster technically has only one special ability, they focus on different aspects of that ability. At 3rd level, you choose to focus on either the time distorting effects of the Speed Force or manipulating the lightning, becoming either a Distorter or a Lightning Master, and gain more abilities from your power focus at levels 6th, 10th, 14th, and 19th.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increase to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 9th level, you may use your reaction to make an unarmed strike in response to being attacked in melee as long as you have at least 1 point of static charge stored.
Beginning at 7th level, you may move up to triple your walking speed when you take the dash action.
Beginning at 13th level, when you take the attack action on your turn, you may forgo one or two of your attacks to take an equal number of the following actions: dodge, disengage, interact with an object, or help.
Beginning at 15th level, you may take another turn in combat, at your normal initiative -10. If you do, you gain a level of exhaustion.
Beginning at 17th level, when you roll initiative, remove one level of exhaustion
When you take the Lightning Master power focus at 3rd level, you gain the discharge ability. As an action, you may expend all static charge points to deal damage to all creatures within 10 or 15 feet of you (your choice) equal to half the static charge points expended, with a Dexterity saving throw for half damage equal to 8 + your proficiency bonus + your Constitution modifier.
Beginning at 6th level, you gain the Ball Lightning ability. When you have built up five or more static charge points, you can throw a ball of lightning as a ranged attack that takes the place of one normal attack. It has a maximum range of 30 feet. It deals one point of damage per static charge point you had stored.
Beginning at 10th level, lightning damage from your static charge abilities ignores resistance to lightning damage, and you gain resistance to lightning damage.
Beginning at 14th level, you gain 3 points of static charge for each 10 feet of movement.
Master of Lightning
Beginning at 19th level, you only lose a quarter of your static charge, rounded down, at the beginning of your turn. You also gain immunity to lightning damage.
When you take the Distorter power focus at 3rd level, you learn to make a quantum double of yourself. As an action, you spend 10 points of static charge and make a double of yourself and you each must move to a different square. This is an exception to the rule that static charge abilities always use all the available static charge. As a reaction to being damaged or suffering any effect from a failed saving throw, you may collapse the double who was damaged and have them disappear, cancelling all damage and leaving the other double the sole one remaining, but otherwise you share the same hitpoint pool. When you are doubled, each double can only move, speak, and use their action to dodge, interact with objects, or attack once (even after you can make multiple attacks per action) on your turn, and they can only be as far apart as your bonus movement speed from your Speed Force ability when you end your turn, or you must choose one to collapse, but they cannot occupy the same square. If both doubles threaten the same creature, you can collapse one double to gain advantage on the first attack roll made against that creature, as long as it is before the beginning of your next turn. Each double starts with the same amount of static charge points as you had when you split, but thereafter they are tracked separately.
Beginning at sixth level, your speed extends to your body's ability to repair itself. You may use your static charge to heal yourself as a bonus action, regaining 1 hitpoint per 5 points of static charge you expend. All of your static charge is discharged, but you cannot gain over your maximum hit point total. You also gain one level of exhaustion.
Beginning at 10th level, you learn to use your speed to vibrate your molecules around the molecules in solid objects. After moving at least 10 feet, you treat creatures and objects as difficult terrain when moving through them, and you no longer provoke opportunity attacks from moving. Regardless of how many creatures or objects you move through, you gain one level of exhaustion at the end of your turn.
Beginning at 14th level, your quantum duplicates can be up to 500 feet apart.
Beginning at 19th level, after creating a quantum double, one of your doubles can create a third quantum duplicate as an action. You cannot create a fourth quantum duplicate.
Last edited by sengmeng; 2019-11-24 at 08:25 PM.My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).
Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).
Nod, get treat.
- Join Date
- Jan 2013
Re: D&D 5e Base Class Contest IX: It's Time for Time
Concept: Mage that taps the raw font of magic and creates "dams" to hold back the flow never actually shutting things off. Spells it cast are just temporary channels the flood travels to. Spells are always cast at "max power", but max power degrades each time you cast spells or increases each round you "Charge" or don't cast spells.
Hit Dice: 1d8 per mage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mage level after 1st.
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Constitution, Intelligence.
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Leather armor, any simple weapon, and two daggers
Table: The Mage
1st +2 Esoteric Font 2 2 1st 2nd +2 Esoteric Eyes 2 3 1st 3rd +2 Shaped Font 2 4 2nd 4th +2 Ability Score Improvement 3 5 2nd 5th +3 — 3 6 3rd 6th +3 Overflowing Chalice (2) 3 7 3rd 7th +3 Font Boon 3 8 4th 8th +3 Ability Score Improvement 3 9 4th 9th +4 — 3 10 5th 10th +4 Overflowing Chalice (3) 4 10 5th 11th +4 Font Boon 4 11 6th 12th +4 Ability Score Improvement 4 11 6th 13th +5 — 4 12 7th 14th +5 Overflowing Chalice (4) 4 12 7th 15th +5 Font Boon 4 13 8th 16th +5 Ability Score Improvement 4 13 8th 17th +6 — 4 14 9th 18th +6 Overflowing Chalice (5) 4 14 9th 19th +6 Font Boon, Ability Score Improvement 4 15 9th 20th +6 Esoteric Overlord 4 15 9th
As a mage, you gain the following class features.
You know two cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mage table.
The Mage only has one spell slot. The table also shows what the highest level is your spell slot can be. To cast one of your mage spells of 1st level or higher, you must expend the spell slot. Your spell slot is set to its highest level when you finish a short or long rest. For example, when you are 5th level, you can have a 3rd-level spell slot. To cast the 1st-level spell thunderwave, you must spend the slot, and you cast it as a 3rd-level spell. Casting the spell sets your spell sot to 0.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the mage spell list. The spells known column of the Mage table shows when you learn more mage spells of your choice. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new mage spell which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the mage spells you know and replace it with another spell from the mage spell list, which also must be of a level for which you have spell slots.
Spells of 6 level or higher may only be cast 1 time per long rest even if you have a spell slot high enough to cast them. This does not effect spells that can be cast at level lower than 6th. The limit increases by 1 per spell of that level. Ie a mage learns chain lightning and circle of death, they may cast two 6th level spells each long rest.
Constitution is your spellcasting ability for your mage spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Constitution modifier
Spell Attack Modifier = your proficiency bonus + your Constitution modifier
You can use an arcane focus (see "Equipment") as a spellcasting focus for your mage spells.
As an action that provokes attacks of opportunity, you may channel your pure magic raising your spell slots current level by 1. This may not raise its level higher than your maximum. The Mage may use this ability 3 + class level times per long rest.
The mage sees at all times as if they had cast detect magic.
At the 3rd level the mage learns enough to occlude themselves from particular energies while empowering their connection to others. The Mage selects one energy source as their focus. You may cast spells on any font list, but spells not on your font's spell list are cast 2 level lower then the expended spell slot, and cantrips are cast as if your level was 5 levels lower. You cannot cast a spell if its effective level would be below the minimum spell slot level, IE if you chose Frost Font, casting fireball would require a 5th level spell slot and would deal damage as if cast using a 3rd level slot.
Starting at the At the 6th level, the first time after each short rest you uses Mythic Font to raise your spell slots current level it instead increases by 2. The benefit of chalice increase by 1 every 4 levels there after; 3 at 10th level, 4 at 14th level, and 5 at 18th level.
At the 10th level, after a short rest the second time esoteric font is used it increase the spell level by 2.
At the 14th level, after a short rest the second time esoteric font is used it increase the spell level by 3, and the second time the spell level increases by 2.
At the 18th level, after a short rest the second time esoteric font is used it increase the spell level by 4, the second time the spell level increases by 3, and the third time the spell level increases by 2.
Esoteric Overload: At the 20th level you may spend 1 round channeling, provoking an attack of opportunity, and the next spell cast is cast as if it was 10th level spell. The benefit of the channel is lost if no spell is cast on the mage's next turn. You may only do this once per long rest.
Mage Spell List
Cantrips - Acid Splash, Arc, Chill Touch, Dancing Lights, Firebolt, Guidance, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, Prestidigitation, Produce Flame, Ray of Frost, Resistance, Shocking Grasp, Thaumaturgy, True Strike
1st - Absorb Elements, Armor of Agathys, Burning Hands, Charm Person, Color Spray, Comprehend Languages, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Jump, Mage Armor, Magic Missile, Shield, Silent Image, Sleep, Thunderwave
2nd - Alter Self, Blindness/Deafness, Blur, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Mirror Image, Misty Step, Scorching Ray, See Invisibility, Shatter, Spider Climb, Suggestion, Web
3rd - Blink, Clairvoyance, Counterspell, Daylight, Dispel Magic, Fear, Fly, Gaseous Form, Haste, Hypnotic Pattern, Major Image, Protection from Energy, Slow, Stinking Cloud, Tongues, Water Breathing, Water Walk
4th - Banishment, Blight, Confusion, Dimension Door, Dominate Beast, Greater Invisibility, Polymorph, Stoneskin,
5th - Animate Objects, Cloudkill, Creation, Dominate Person, Hold Monster, Insect Plague, Seeming, Telekinesis, Teleportation Circle, Wall of Stone
6th - Circle of Death, Disintegrate, Eyebite, Globe of Invulnerability, Mass Suggestion, Move Earth, True Seeing
7th - Arcane Sword, Etherealness, Finger of Death, Magnificent Mansion, Plane Shift, Prismatic Spray, Reverse Gravity, Teleport
8th - Dominate Monster, Earthquake, Mind Blank, Power Word Stun
9th - Gate, Time Stop, Forsight
Spoiler: Shaped Fonts
At the 3rd level the Mage add 1 spell to their spells known from another classes spell list. Casting the spell requires a spell slot 1 higher than normal. At the 7th, 11th, 15th, and 19th level they gain an additional spells following the same rules.
The arcane font's spell list contains the mage spell list and 3 other font's spell lists of their choice.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus. You cannot use a shield and still gain this benefit.
Chill of Winter
At the 7th level the Mage adds their proficiency bonus to damage rolls of spells that deal cold damage.
At the 11th, after casting a spell that deals cold damage, the mage may cast a cantrip as a bonus action as long as it's cast time is normally an action or bonus action.
At the 15th level whenever you deal cold damage with a spell the target must con save or suffer one step of exhaustion. This step of exhaustion is recovered after a short rest or being the target of a healing spell. Cantrips and spells of 1-4th level cannot increase the targets current exhaustion by more than 1 step.
At the 19th level, the mage gains temp hp equal to their normal HP that refresh on a short rest. These temp HP take double damage from fire but have resistance to cold.
The frost font's spell list contains the universal mage class spell list and those below.
2nd - Sniloc's Snowball Swarm
3rd - Sleet Storm,
4th - Ice Storm, Conjure Minor Elemental(Cold)
5th - Cone of Cold, Conjure Elemental(Cold)
6th - Freezing Sphere, Wall of Ice
Gain proficiency in intimidate.
At the 7th level the Mage adds their proficiency bonus to damage rolls of spells that deal fire damage.
At the 11th, before casting a spell that deals fire damage, the mage may as a bonus action cause the spell to deal damage as if it had critically hit. This may be triggered once per short rest. If a spell cannot normally critical it deals 50% more damage then normal.
At the 15th level whenever you deal fire damage with a spell the target must dex save or catch on fire. Each round on fire the target takes 2d6 fire damage + spell level. The target is on fire for 1 round per 2 spell levels (min 1).
At the 19th level, the mage may recover from fatal wounds in a fiery explosion. When the mage is brought to 0 hp they may expend a 4th level or higher spell slot to heal heal 1d8 per level of the slot. If the slot is of the 7th level or higher they may also choose to be teleported to the nearest safe populated area. If a 9th level spell slot is used they may also unleashes a 9th level fireball centered on where they stand, they are immune to the fireball.
The frost font's spell list contains the universal mage class spell list and those below.
2nd - Continual Flame, Flaming Sphere
3rd - Fireball
4th - Conjure Minor Elemental(Fire), Fire Shield, Wall of Fire
5th - Conjure Elemental(Fire), Immolation
6th - Ivestiture of Flame
7th - Fire Storm, Delayed Blast Fireball
8th - Incendiary Cloud
9th - Meteor Swarm
Gain proficiency with Dexterity saves.
At the 7th level the Mage adds their proficiency bonus to damage rolls of spells that deal lightning damage.
At the 11th, after casting a spell that deals lightning damage, the mage may teleport as a move to anywhere in the spells area or adjacent to anyone hit by the spell.
At the 15th level whenever you deal lightning damage with a spell the target must con save or suffer temporary exhaustion equal to spell level divided by 2 (min 1). This step of exhaustion is recovered after 1 plus spell level rounds. Death from this exhaustion causes the target to disintegrate, leaving their armor behind. This may only occur 5 times per long rest.
At the 19th level, after casting a spell on the Lightning Font spell list they may recast the spell on the next turn by expending a use of esoteric font, as long as the target is the same. In the case of teleportation effects they must teleport back to where they started.
The frost font's spell list contains the universal mage class spell list and those below.
2nd - Dragon's Breath(Lightning), Lightning Arrow, Elemental Weapon(Lightning)
3rd - Lightning Bolt, Dimension Door,
4th - Teleportation Circle, Conjure Minor Elemental(Lightning), Storm Sphere
5th - Conjure Elemental(Lightning)
6th - Teleport, Chain Lightning
7th - Prismatic Spray(lightning only)
8th - Illusory Dragon (lightning only)
9th - Storm of Vengeance, Prismatic Wall(lightning Only)
Warmth of Light
Gain proficiency persuasion.
At the 7th level the Mage adds their proficiency bonus to damage rolls of spells that deal radiant damage.
At the 11th, after casting a spell that deals radiant damage, the mage emits light as if a sun in a 60ft radius, any creature effected by being in daylight treats the light as direct sun light.
Radiance of Life
At the 15th level whenever you deal Radiant damage with a
At the 19th level, after casting a spell on the Lightning Font spell list they may recast the spell on the next turn for free at its minimum spell level as long as the target is the same. In the case of teleportation effects they must teleport back to where they started.
The frost font's spell list contains the universal mage class spell list and those below.
4th - Conjure Minor Elemental(Radiant)
5th - Conjure Elemental(Radiant)
6th - Sunbeam
8th - Sunburst
Spoiler: New Spells
Casting Time: 1 action
Components: V, S
Lightning jumps between targets adjacent to each other. Choose two targets, they may con save, on a failed save they take 1d6 lightning damage. This must target at least 2 creatures adjacent to each other.
The spell’s damage increases by 1d6 and target when you reach 5th level (2d6 and up to 3 targets), 11th level (3d6 and up to 4 targets), and 17th level (4d6 and up to 5 targets).
- Join Date
- Jul 2013
Re: D&D 5e Base Class Contest IX: It's Time for Time
Maybe this time I will actually finish the constructing the class.
A warrior with the mystical or seemingly mystical ability to see a short way into the future and use that knowledge to aid himself or his allies.
3 subclasses(no names yet): The subclasses are based on the source of the soothslayer's ability to see the future.
Arcane: charisma based arcane abilities
Divine: Wisom based divine abilities
Intelligence: more analysis and prediction than genuine oracular talent, some rogue-like abilities
- Join Date
- Mar 2013
Re: D&D 5e Base Class Contest IX: It's Time for Time
SERVANTS OF FATE
The deities of Destiny, Fate and Time do not see the world the way mortals, or even other deities, do. They have their own perception of the world: what it was, what it is, and what it will be. Their divine role is to see to it those three things line up as they should.
To that end, rather than sponsoring clerics or paladins, some of these deities instead call upon those who pray to them for guidance in a seemingly unpredictable and random world. Those who are dedicated enough to be trusted are granted the ability to nudge, bend, or even break time, when necessary, to force events into place.
These are the Servants of Fate.
Hit Points: 1d8 + Con per level
Proficiencies: Wisdom Saving Throws, Light and Medium Armor, Simple Weapons, all Crossbows, the Gaming Set of the player’s choice, and any two Skills from Perception, Religion, and the skills listed in their Timeline.
Level Prof Bonus Features Flux Minor Moderate Major 1 2 Timeline (Archetype) 2 1 2 2 3 1 3 2 Twist of Fate (3rd) 3 2 4 2 Abil. Score 3 2 5 3 3 2 1 6 3 Twist of Fate (6th) 3 2 1 7 3 Timeline Feature (7th) 4 2 1 8 3 Abil. Score 4 3 1 9 4 4 3 2 10 4 Twist of Fate (10th) 4 3 2 11 4 4 3 2 1 12 4 Abil. Score 4 3 2 1 13 5 Timeline Feature (13th) 4 3 3 1 14 5 Twist of Fate (14th) 4 3 3 1 15 5 4 3 3 2 16 5 Abil. Score 4 3 3 2 17 6 5 3 3 2 18 6 Timeline Feature (18th) 5 3 3 2 19 6 Abil. Score 5 3 3 3 20 6 Chosen By Destiny 5 3 3 3
Flux is the resource Servants of Fate use for their various abilities. They recover all their spent Flux during a long rest, and 1 spent Flux during a short rest.
At 1st level, a Servant of Fate chooses their Archetype: Warden of the Past, Bearer of the Present, or Guardian of the Future.
Spoiler: Wardens of the Past
Wardens of the Past have limited ability to recall the past, frequently to reverse mistakes. They are Proficient in Intelligence saving throws, and their list of skills they can be Proficient in includes History, Survival, and Investigation. Wardens of the Past may also “recall” any spell on a scroll, effectively casting it, at the cost of 1 Flux per level of the scroll’s spell. This ability does not, however, let them identify which spell a scroll has.
Glimpse of Creation: At 7th level, a Warden of the Past may spend one minute concentrating on an item they hold to look at during the time in which it was created. They can see, hear, and smell as if they were standing near the item when it was made, giving them visions of the creators and the place in which it was created, as well as the steps by which the item was put together. In addition to knowing the materials/parts used (therefore instantly identifying a forgery in almost all circumstances), it functions as the identify spell.
Memory within a Memory: At 13th level, a Warden of the Past can constantly keep their memories of a few seconds ago in a kind of special Capacity-like storage. Upon a sudden mental shock, these memories are released, effectively replacing the last few seconds the Warden of the Past has experienced. As a Reaction, they may spend 1 Flux to instantly end any effect that causes them to be frightened, charmed, or stunned when the effect is applied to them. Alternatively, they may use their Reaction and spend 1 Flux to gain Resistance to the psychic damage of a single attack.
Echoes of the Infinite: At 18th level, a Warden of the Past may draw upon the latent temporal energy around them. This instantly restores 3 spent Flux, and it is not an Action. Once this ability is used, the temporal energy the Warden of the Past can draw upon is exhausted, and this ability may not be used again for a week.
Spoiler: Bearers of the Present
Bearers of the Present have the ability to move things in and out of time, storing items or even people. They are Proficient in Charisma saving throws, all spell foci, and their list of skills they can be Proficient in includes Persuasion, Medicine, and Sleight of Hand. Further, they may attune themselves to any class-restricted magic item with stored spells that uses charges, such as a wand, as if they were a cleric or sorcerer.
Witching Wardrobe: At 7th level, a Bearer of the Present may store a "replacement outfit" away in time, which does not require any Capacity. As a Bonus Action, they may store any or all of their currently-worn armor, clothing and jewelry away in time. Or, also as a Bonus Action, they may return these items to their body, replacing any or all of the items currently being worn in the appropriate slots (if any are there). This cannot be used to store containers such as backpacks, and items carried in stored armor/clothing (in pockets for example) are either placed in the replacement's pockets, or faiing that, dumped on the ground. Weapons and shields aren't stored this way.
This action takes 1 Flux if anything being either stored or returned is enchanted, otherwise it takes no Flux.
Tardy Booth: At 13th level, a Bearer of the Present may store a special building-like container, made of carefully-constructed metal and glass costing 5,000 gold to construct. The container is five feet square at the base, eight feet tall, and is basically a small hut with a lockless door.
Once created, the Bearer of the Present may store the container away in time if it is within 30 feet, or retrieve it from time to any unoccupied level ground within 30 feet. This takes ten minutes of concentration, but does not require any Flux and does not count against Capacity.
The container may store up to six hundred pounds of nonliving items and up to ten nonsentient creatures of Tiny size or smaller.
Being mostly glass, the container is susceptible to damage. If significantly damaged, it must be repaired (costing at least 500 gold) before it can be stored again. However, the container reacts to object restoration as if it weighed one pound, making it easy for a Servant of Fate to fix.
Incarnation: At 18th level, a Bearer of the Present can, over the course of one month, unconsciously and slowly store tiny pieces of their body into a special storage, which does not use any Capacity. When their physical body suffers a sudden shock, the Bearer of the Present can, even unconsciously, replace damaged or modified body parts, taking about a second.
By spending 1 Flux, the Bearer of the Present may choose to instantly undo the effect of any one attack -- even an attack that knocks them unconscious or kills them -- as long as the attack
a) causes bludgeoning, piercing, slashing, fire, cold, lightning, radiant, acid, thunder and/or poison damage
b) causes the petrified, poisoned, blinded, deafened, paralyzed, unconscious and/or death conditions
c) any special effect that specifically affects the body that the DM allows (such as having a hand cut off or blood drained)
d) any mix of the above.
Of note, attacks that affect the mind or soul, including psychic and necrotic damage, can't be reversed with Incarnation, neither is forced movement.
Technically, the Bearer of the Present is affected by the attack, if that matters. They just recover very quickly. So if, for example, the attacker has an ability that is triggered by reducing a victim to 0 hit points, they can still use it even if the Servant of Fate is still standing afterwards.
Once used, the Bearer of the Present begins slowly storing itself again, and this ability cannot be used for another month.
Spoiler: Guardians of the Future
Guardians of the Future have the limited ability to see a split-second into the future, effectively allowing them to act in combat with greater grace and skill. They are Proficient in Dexterity saving throws, melee Martial weapons which aren’t Heavy, and their list of skills they can be Proficient in includes Athletics, Stealth, and Insight.
Plan Ahead: Starting at 7th level, the Guardian of the Future's ability to see into the future can manifest as a kind of deja vu when they see an otherwise normal item. The player may retroactively add a small item (no more than one pound) to their character sheet, as the character suddenly remembers they brought it with them. The item must fit one of two categories:
a) the item must have been available for purchase in the last city, town or village the character visited. The character may retroactively purchase the item as if they had done so when they originally had the opportunity.
b) the item must be one the character or party already has, but did not bring with them.
As the Guardian of the Future is basically saying "I had it the whole time" certain situations -- such as the characters being thoroughly searched and then thrown in prison -- prevent this ability's use. The item isn't being teleported, after all, it was there the whole time.
This ability does not use any Flux, but once used cannot be used again until the character returns to a settlement where items are sold, or until a long rest if they're already in one.
I Read Your Book: Starting at 13th level, the Guardian of the Future can get a sense of haunting familiarity when facing a creature capable of casting spells. When meeting a spellcaster for the first time, the DM compares the Guardian of the Future's passive Insight check against the spellcaster's spell save DC. If the Guardian of the Future has a higher score, the DM announces the creature is a spellcaster.
Once the announcement is made, the Guardian of the Future may spend 1 Flux and the DM tells the Guardian a number of spells the spellcaster has prepared equal to the Guardian of the Future's Wisdom modifier. The DM may either choose the spells most frequently used, or choose the spells at random, their choice.
Flip to the End: Starting at 18th level, the Guardian of the Future can predict actions by even the strongest of creatures. Creatures cannot take Legendary Actions at the end of the Guardian of the Future's turns as long as the Guardian of the Future has any unspent Flux left.
Starting at 1st level, Servants of Fate get access to special divine time magic effects known as Anomalies. While spells are invoked by incantations and gestures, the very nature of Fate mean these signals are not necessary to invoke the effects.
Servants of Fate use Anomalies the same way most spellcasters use spells, typically invoking them as Standard Actions. They use Wisdom to dictate any Attack Rolls their Anomalies require, and saving throws against their Anomalies are based on the Servant of Fate’s Wisdom. Servants of Fate are may use holy symbols as divine spellcasting foci, but don’t require such to use their Anomalies.
Each Anomaly can be Minor, Moderate or Major. The table above shows how many of each type the Servant of Fate knows by class level. When the Servant of Fate advances a level that adds a Moderate or Major Anomaly to their list, they may pick a new one, or “promote” a lower-level one and replace it with a lower-level one to fill the vacated slot.
Technically, a Servant of Fate may use an Anomaly at a level lower than its value, for example, using a Moderate Anomaly as if it was Minor. However, the nature of Anomalies means there really aren’t a lot of reasons they’d ever need or want to do that.
As with most spellcasters, when a Servant of Fate advances a level, they may replace one Anomaly with another of the same level. Alternatively, they can swap the levels of two Anomalies they have.
Each Anomaly is categorized as Past, Present or Future. A Servant of Fate may not have more total Anomalies from any other individual Timeline than total Anomalies from their own.
Spoiler: Anomalies of the Past
The Servant of Fate can pull flesh and blood back into place, healing wounds.
Minor: By spending a Standard Action and 1 Flux, the Servant of Fate can repair damage to a living creature. The Servant of Fate must touch the wounded creature to use this ability.
The damage healed is 1d6, plus an additional 1d6 per three Servant of Fate levels, plus the Servant of Fate’s Wisdom modifier. These dice become 1d8 when the Servant of Fate heals their own wounds.
Moderate: In addition to the Minor benefits, the recipient may also choose to spend up to two of their own Hit Dice.
Major: In addition to the Minor and Moderate benefits, the Servant of Fate may use this ability as a Reaction to an available target taking damage from any attack. If they do so, that entire damage is healed, rather than rolling healing dice.
In addition, the Servant of Fate may leave a short-term lingering effect on anyone they healed. If more healing is used on a target than the damage they’ve taken, that target gets half (rounded down) of the excess as temporary hit points which last one minute.
The Servant of Fate can return a living creature’s general state of physical and mental health from a few seconds ago.
Minor: When the Servant of Fate or an ally within 30 feet attempts a saving throw to end an ongoing effect at the end of their turn, and the saving throw fails, the Servant of Fate may use their Reaction and spend 1 Flux to allow the victim to re-roll the saving throw.
Because the target must be within 30 feet, this ability can’t reverse an effect that teleports the victim to another location, even if they were supposed to return to such a spot if they make their staving throw.
Moderate: In addition to the Minor benefits, the Servant of Fate may use this on any saving throw.
In addition, when this ability is used on themselves, the Servant of Fate may make the re-rolled saving throw a Wisdom saving throw, even if the original saving throw used another ability.
Major: In addition to the Minor and Moderate benefits, the Servant of Fate grants a re-roll to any number of targets within 30 feet against the same effect. In addition, all re-rolls granted by the effects get +2.
The Servant of Fate can undo the damage of time on an object, restoring it to its former condition.
Minor: The Servant of Fate can reform a nonmagic, nonliving, inanimate object (or group of related objects) of up to one pound in size, within 30 feet, from any damage it suffered within the last hour. A dropped and shattered bottle will be reformed, and its spilled contents returned to it.
Since a repaired item must have most of its mass within a small area, it can’t be used on expended consumables – such as a meal which has been eaten, or a vial of acid throw at an opponent. If either was merely dropped on the floor and mostly contained, it can be returned. Similarly, if a book is burned and the ashes blow away in the wind, it can’t be repaired.
This ability can be used to repair broken ammunition.
Moderate: In addition to the Minor benefits, the Servant of Fate can either restore an item up to fifty pounds, or restore damage to single-pound item. done up to one year ago.
This ability can be used to repair broken or destroyed armor and weapons.
In addition, the Servant of Fate can either repair a damaged or broken magical item. This requires 1 Flux. Or, the Servant of Fate can restore 1 charge to a magical item that gets at least 1 charge back during a long rest. This also costs 1 Flux, and cannot be used on the same item a second time until a long rest has passed (even by a different Servant of Fate).
Major: In addition to the Minor and Moderate benefits, the Servant of Fate may restore an item up to a ten-foot cube (such as a breached wall) from damage done up to an hour ago, or an item up to fifty pounds from damage up to a year ago, or an item up to one pound from damage from up to a century ago.
The Servant of Fate sends themselves a few seconds back in time.
Minor: At the end of any turn in which they have moved, but not spent any Flux yet, the Servant of Fate may spend 1 Flux (this is not an Action) and hop backwards briefly in time. This puts them back where they started their turn, effectively teleporting, possibly ending certain effects such as being Grappled or having fallen down a pit. There is no range limit.
Once they have returned to that spot, the Servant of Fate may use a Standard Action, Move Action, or Bonus Action. They may not spend Flux until the start of their next turn.
Upon ending their extra actions, their original form and their original form’s items vanish, because they used this power to revert time, leaving the duplicate behind.
A possible use of this Anomaly is to Help oneself with a skill or ability check, if such an action takes just a few scant seconds, such as forcing a door with the strength of two men. How much Help the Servant of Fate can provide themselves is limited by the DM.
Once this Anomaly is used, the original form of the Servant of Fate is immune to any effects, including damage and healing, because the original form is protected by paradox magic. For example, the Servant of Fate can’t receive the effect of mass cure wounds, then leap back in time to just before the spell was cast, and get healed a second time. But this also means a clever dragon can’t wait for the Servant of Time to duplicate themselves, then roast them both with flame breath.
Moderate: In addition to the Minor benefits, the Servant of Fate can jump back slightly further in time. They may take up to two actions (a Standard, a Move, and/or a Bonus Action, but not all three) when they arrive, and they may use this ability whether they have used Flux that turn or not. They still may not spend any more Flux until the start of their next turn.
Major: In addition to the Minor and Moderate benefits, the Servant of Fate may take a full extra turn when they arrive (Standard, Move, and Bonus Actions) and may use Flux without any restrictions.
Regardless of any effects the Servant of Fate might have, it is impossible to use Parallel while using Parallel. There is a maximum of two copies of the Servant of Time, and that cannot be bypassed.
The Servant of Fate forces long dormant memories of a target to resurface.
Minor: The Servant of Fate picks an unwilling creature within 30 feet and spends 1 Flux, The victim may make a Charisma saving throw to avoid the effect entirely.
A living creature that fails has their mind flooded with memories of their youth, which can conflict with their training and experience. They suffer Disadvantage on all attacks, ability checks, and skill checks.
An undead creature is instead shown memories from when they were alive. They lose the ability to use any Actions they could do in undeath, but not in life. For example, a wight would lose its ability to use Life Drain, but could still use its weapons. Abilities which are not Actions (such as “being vulnerable to radiant” or “being incorporeal”) are not blocked, because they don’t require any conscious thought to use.
A construct is given “memories” of being an inanimate object. It is stunned, even if the construct in question is normally immune to being stunned.
Either way, the duration is Concentration, maximum number of rounds equal to the Servant of Fate’s Wisdom modifier, and the target may make a Charisma saving throw at the end of each of their turns to end the effect early.
Moderate: In addition to the Minor effects, the Servant of Fate may affect up to three targets within 30 feet.
In addition, any creatures under one year in age – such as recently animated undead and constructs – get Disadvantage on all saving throws against Reversion.
Major: In addition to the Minor and Moderate effects, the targets also lose the ability to use any Actions which are class abilities, including casting spells. They may continue to use an already-active ability (it does not end Barbarian Rage or end Concentration) but can’t start any new ones. Even spellcasting monsters without class levels still forget how to cast spells while affected.
Spoiler: Anomalies of the Present
Several of the Present Anomalies talk about Capacity and Max Capacity.
Your Capacity is half your Servant of Fate class level, rounded up, maximum nine. This represents the maximum size of an item that can be contained with a single Anomaly based on the Servant of Fate’s class level.
Your Max Capacity is three times your Capacity, and represents the total size the Servant of Fate can have contained, spread out over all of their Anomalies (it is shared).
Ravages of Time
The Servant of Fate concentrates time onto a single point, warping it slightly out of reality.
Minor: As a Standard Action, the Servant of Fate causes 1d8 force damage to a creature or object within 30 feet. The target may make a Charisma saving throw to avoid the effect.
Alternatively, the Servant of Fate may improve the effect by spending 1 Flux. This causes the effect to have a five-foot radius, do a number of 1d8 force damage equal to the Servant of Fate’s proficiency bonus, and the Charisma saving throw halves the damage instead of negating it.
Moderate: Damage becomes 2d8 if no Flux is spent, or 2d8 times the Servant of Fate’s Proficiency Bonus if a Flux is spent.
Major: Damage becomes 3d8 if no Flux is spent.
If a Flux is spent, the damage remains 2d8 times the Servant of Fate’s Proficiency Bonus, but the radius becomes 20 feet and only hits targets of the Servant of Fate’s choosing.
In addition, all victims who fail their Saving Throw (Flux or not) are slowed on their next turn, as if affected by the spell of the same name.
Long Term Storage
The Servant of Fate places an inanimate, nonliving object out of time, preserving it exactly as the instant it was removed until it is later reclaimed. A steaming-hot bowl of steak and potato soup, for example, can be locked away while months pass, then brought back to normal time just as hot and tasty as when it was stored.
Minor: The Servant of Fate can store nonmagical objects, either stationary objects or objects moving on a predictable path (such as items thrown by an ally). They can store an item within 30 feet, and it requires Capacity/Max Capacity of its weight in pounds (minimum one).
Storing an item requires a Standard Action and costs one Flux. Releasing an item does not require any Flux.
Stored items retain their momentum, which means if it was moving when it was stored, when it is returned to normal time, it’s moving just as quickly. The Servant of Fate does get to choose the direction of a restored moving object. This means the Servant of Fate can store moving projectiles and later use them to make ranged attacks.
Because the Servant of Fate is controlling the direction of the returned item, the original attack bonuses of the object (if any) are replaced instead with the Servant of Fate’s spellcasting attack roll (in other words, their Proficiency Bonus plus their Wisdom modifier). The range of the released projectile is the same as when it was originally used, including both normal and long range.
The item, when released, is placed by the Servant of Fate within 30 feet of their location. This does mean a Servant of Fate could, for example, hurl a rock or arrow around a corner to hit targets behind cover. However, if the Servant of Fate can’t see the target, the rules for concealment still
A common use for this ability is grabbing falling objects, only to release them horizontally. In order for this to be an effective weapon, the object must have fallen a distance of at least sixty feet. Otherwise, it doesn’t have the velocity when released to be useful against a moving target.
Such an item, when released, has a normal/long range of 20/60 like many thrown weapons.
Most generic or rough objects (such as bricks, rocks, or metal ingots) do a number of 1d6 bludgeoning damage equal to half their weight, rounded down. Items specifically crafted for this purpose (such as an iron ball covered with steel spikes) use 1d8 damage dice instead, and can be slashing, bludgeoning or piercing as crafted.
Generally speaking, each item counts as a separate use of this Anomaly, but the DM may decide a group of related items counts as a single item. For example, a Servant of Fate could not store a backpack containing twenty different potions, but probably would be allowed to store a pouch of coins or a quiver of arrows.
Moderate: In addition to the Minor benefits, the Servant of Fate is capable of capturing objects moving with a less predictable path. They can use their Long Term Storage to catch projectiles launched by enemies and traps that use Attack rolls. Doing so requires the Servant of Fate to make a Spellcasting Attack roll which equals or exceeds the Attack roll of the projectile.
Also, the Servant of Fate may store magical items, such as potions, but not projectiles caused by spells (see Energy Containment below).
Major: In addition to the Minor and Moderate benefits, the Servant of Fate may store, or release, up to three items with a single action. If they are using Long Term Storage to capture moving objects, these objects must all be following a narrow path with a short time – which in game terms, means they must all be launched by the same source at the same target in the same Action (such as a ranger using Extra Attack, or the tail spikes flung by a manticore).
Releasing multiple projectiles requires a separate Attack roll for each, but unlike capturing, they can be aimed at different targets.
The Servant of Fate is capable of storing energy, such as the flames of a bonfire or a magic spell. The stored energy can later be returned to normal time, having the same effects as when it was stored.
Minor: Using Energy Containment can pull energy from up to a five foot cube. Each 1d6 or 1d8 of damage requires one Capacity/Max Capacity. For example, at 1st level the Servant of Fate is capable of storing the flames from a bonfire, extinguishing it in the process. Catching other forms of energy (cold, lightning, radiant, etc) is also possible if a sufficient source is found. For example, grabbing part of a lightning stroke – being within 30 feet of the impact – could require imagination, planning and/or luck.
If the energy source has more damage dice than the Servant of Fate chooses to store, then any damage that source does is reduced by the damage dice that have been stored. For example, if a Servant of Fate using a Readied Action grabs 3d6 damage from a 8d6 area attack, anyone standing in the remaining area takes the remaining 5d6 damage.
Depending on the source, those damage dice might regenerate. For example, stealing a five-foot-cube from a raging forest fire or pool of lava will only reduce that cube’s damage for one round. Meanwhile, a forge or furnace would have its heat reduced for a minute until the remaining coals re-ignite the extinguished ones. Under such conditions, a Servant of Fate could use Energy Containment multiple times, extinguishing the forge entirely.
Releasing energy also has a normal/long range of 30/120 feet. If the energy stored was the size of a human torso or smaller, attacking with this energy requires a Spellcasting Attack roll by the Servant of Fate. If the energy is any larger, all targets in the affected area may make a Dexterity Saving Throw for half damage.
Alternatively, the Servant of Fate can store a spell that’s either stationary, or moving by a predictable path (such as a spell cast by an ally).
Storing a spell, however, removes many of the spell’s bonuses from the original casting. This means the released spell is cast at the spell’s minimum level, uses the spell’s normal range (rather than the usual 30 feet), and uses the Servant of Fate’s Spellcasting Attack rolls and Saving Throw DC. Basically, the Servant of Fate basically casts the spell themselves instead of using all the details of the original caster. If the DM and the players agree, that rule can be changed to “the spell is stored exactly as cast”, if that makes it any more convenient for the paperwork.
Spells can only be stored if they have some kind of physical presence, such as magic missile, fireball, wall of fire or light. This usually rules out transmutations, enchantments, psychic and necrotic damage, but the DM has the final word. The spell must also be “loose” when taken, so spells with range of Touch or Self also cannot be stored. Spells, when captured, ignore the damage restriction listed above and instead require one Capacity/Max Capacity per level of the spell, minimum one.
Even if they are created by spells, conjured creatures cannot be captured or stored.
Either way, the source must be within 30 feet of the Servant of Fate. Storing energy is a Standard Action and requires 1 Flux. Releasing energy is also a Standard Action but requires no Flux.
Moderate: In addition to the Minor benefits, the Servant of Fate is capable of capturing energy or spells moving with a less predictable path. They can use their Energy Containment to catch attacks launched by enemies and traps that use Attack rolls or Saving Throws. Doing so requires the Servant of Fate to make a Spellcasting Attack roll which equals or exceeds the Attack Roll or the Saving Throw of the attack or spell.
In addition, the Servant of Fate can take energy from up to a ten foot cube. Further, when they release any stored energy, they may choose to have it be contained or burst. This, in turn, allows them to reshape any stored energy into either a ranged attack roll, a five-foot-cube, or a ten-foot-cube, decided at time of release.
Major: In addition to the Minor and Moderate benefits, the Servant of Fate can disperse the energy immediately, rather than storing it.
In addition, a Servant of Fate may store energy from up to a fifteen-foot cube. When they release energy, they may reshape it to a fifteen-foot cube, a 60-foot line or 20-foot cone, the latter two emanating from any point within 30 feet but facing the direction of their choice.
Dismiss from Time
The Servant of Fate shoves a creature out of time, temporarily removing it from existence.
Minor: One creature can be affected. This may be a willing creature other than the Servant of Time, or any creature that has been conjured or summoned by magic. They must be within 30 feet of the Servant of Fate. Unwilling targets get a Charisma saving throw to avoid the effect.
This costs 1 Flux, and has a duration of Concentration, with a maximum duration in rounds equal to the Servant of Fate’s Wisdom modifier.
The creature is effectively removed from time and existence, vanishing without a trace. While so removed, links between that creature and the rest of the world are severed. For example, if the removed creature was Concentrating on a spell, that spell’s effect ends on any target other than the removed caster. Similarly, if that creature was under the effect of a spell that is maintained by Concentration by someone else, that link is also broken, even if that spell still remains on any other targets. As a result, if Dismiss from Time is used on a summoned or conjured creature by an effect that requires Concentration, because that link is broken, the summoning spell is ended and the creatures don’t come back, meaning the Servant of Fate does not need to maintain Concentration on the effect.
Other effects on the creature remain. For example, a character that has been poisoned when stored will remain poisoned when they return. If they were Concentrating on a spell that affected themselves, that Concentration remains when they return.
When creatures return, they are returned to the location from which they were removed. If any other creature occupies that space, that creature is harmlessly moved to the nearest empty space of their choice. (This movement does not require an Action nor does it provoke Attacks of Opportunity)
Storing a willing creature takes 1 Capacity.
Moderate: In addition to the Minor effects, Dismiss from Time can now be used on any creature of Medium size or smaller, any undead creature, or any construct.
Alternatively, the Servant of Time may use the ability on themselves. If they do so, they must declare ahead of time a duration (up to one hour) for which they will be removed. Because the Servant of Time is removed from time through this Anomaly, they do not experience any events that take place in normal time, so they don’t know what happened while removed. This also means they can’t change their mind and end the effect early.
Storing an unwilling creature takes 3 Capacity.
Major: In addition to the Minor and Moderate effects, Dismiss from Time may be used against any creature of any size, or on any number of willing creatures (including the Servant of Time) up to the Servant of Fate’s Proficiency Bonus for one round. Capacity requirements per creature do not change.
Alternatively, when the Servant of Fate uses this ability on themselves, they may either extend the duration up to a century, or they may witness time as it passes for the normal duration of one hour, allowing them to end the effect early.
Spoiler: Anomalies of the Future
Moment to Strike
By watching their opponent’s moves a split-second before they happen, the Servant of Fate can sense the perfect moment to attack with weapons.
Minor: The Servant of Fate may use their Wisdom modifier instead of their Strength or Dexterity modifiers when making melee or ranged weapon attacks, making quick, opportunistic strikes on instinct rather than relying on training.
Moderate: In addition to the Minor benefits, when the Servant of Fate uses the Attack option with a melee or ranged weapon, they may attack two times instead of one.
This feature does not stack with the Extra Attack 5th level class feature by making a total of three attacks. Instead, if the Servant of Fate has both the Extra Attack 5th level class feature and the Moderate Moment to Strike Anomaly, one of the attacks made (chosen before the attack is rolled of course) gets Advantage, as the Servant of Fate’s training is now so strong they can act on it, even during a quick strike.
Major: In addition to the Minor and Moderate benefits, when the Servant of Fate uses the Attack option with a melee or ranged weapon, they may attack two additional times for a total of three. This still combines with Extra Attack to grant one of these attacks Advantage.
If, somehow, a Servant of Fate has both the Major Moment to Strike Anomaly and also the 11th level version of Extra Attack, two of their attacks would have Advantage. But this would require them to be 22nd level.
The Servant of Fate is warned of danger a split-second before it strikes, allowing them to defend against it.
Minor: The Servant of Fate can defend themselves based on their instinct and senses, more than their reflexes. They may use their Wisdom instead of their Dexterity for determining Armor Class (including the maximum bonus from Medium and Heavy Armor, since a split-second to react in plate mail isn’t enough) and become are proficient in shields while using this Anomaly (since a split-second to put a big chunk of wood between you and the attack is enough).
In addition, when struck by a slashing, piercing and/or bludgeoning source of damage, including falling damage, the Servant of Fate may spend 1 Flux to respond slightly earlier, causing them to resist the physical damage caused by the attack. Any followup damage (such as the poison of a scorpion’s sting) is not resisted.
Moderate: In addition to the Minor benefits, spending 1 Flux now resists the entire attack, even if it is only partially physical.
In addition, their warning ability extends slightly further when it comes to an attack. They are Proficient in Initiative checks. Further, when attacked by a source that’s visible but concealed (such as a wraith that fades out of a wall, or a rogue using Stealth) any Advantage gained from attacking while unseen is canceled.
Major: In addition to the Minor and Moderate benefits, they can spend 1 Flux to resist any attack, even if it’s not physical.
In addition, they can focus their future senses by spending a Bonus Action to Disengage and/or spend 1 Flux to Dodge as a Bonus Action.
The Servant of Fate, by looking a short distance into the future, they are able to avoid catastrophic mistakes in a complicated task.
Minor: Whenever the Servant of Fate makes an ability or skill check, and the natural 1d20 die rolled is a 9 or lower, they may add their Wisdom modifier to the check. Or, they may spend 1 Flux to re-roll the check. Either way, they must accept the result of the new roll.
NOTE: The Servant of Fate may only “rewind” a skill or ability check in which they know within a few seconds they have failed. For example, during a Deception check, the Servant of Fate might say “Sir George won’t be here today, I’m his replacement” only to be met with “Sir George arrived a minute ago and he’s in the next room”. Being caught immediately in this lie would allow the Anomaly to be used. However, if Sir George were to arrive several minutes later, the Servant of Fate can’t reverse the original lie. The DM is the final judge in all cases.
Moderate: In addition to the Minor benefits, this Anomaly may now be used on a natural 11 or lower.
Alternatively, the Servant of Fate may spend 1 Flux and, instead of re-rerolling the check, abort the check in its entirety. For example, if the Servant of Fate is searching a chest for traps, only to have the trap go off, the Servant of Fate can predict that result and choose to have never searched in the first place. Again, this can only be used if the effects of a failure happen within a few seconds.
Major: In addition to the Minor and Moderate benefits, they may get both benefits (a re-roll which gets the Wisdom modifier added) when spending 1 Flux, and the Anomaly may now be used on a natural 14 or less.
Alternatively, the Servant of Fate may use this as a Reaction to anyone within 30 feet making a skill or ability check, and the natural 1d20 roll being a 9 or less. They, too, may re-roll the check and add the Servant of Fate’s Wisdom modifier to the re-roll. This also uses 1 Flux.
Twisted Future Visions
The Servant of Fate causes a creature to see several alternate versions of the future a few seconds in advance, confusing them and making them second guess their actions.
Minor: The Servant of Fate spends 1 Flux and a creature within 30 feet makes a Charisma saving throw. If they success, they ignore the effect.
If they fail, on their next turn, the target announces their planned Standard, Move and Bonus Action to the Servant of Fate’s player before they are taken. After that happens, the Servant of Fate chooses one of those actions, and the target must replace that Action with another one.
The replacement action must be significantly different from the original in some way, although the target still gets to pick the action. It can be as simple as changing “bite the fighter” to “bite the rogue”, swapping out which spell is cast, or moving to a different location. There does have to be at least one meaningful difference. For example, a Servant of Fate uses this Anomaly on a wizard, who then announces they will cast a fireball hitting all four party members. If the Servant of Fate dictates that Standard Action must be redone, the wizard cannot simply throw the same fireball six inches further, still hitting all four party members. They could pick a spot that only hits three party members, or possibly cast another spell entirely, or replace the spell with another action such as Dash or Dodge.
This Anomaly cannot prevent a target from not using a listed action. The target can, however, choose to replace a swapped action with “no Action”.
The effect only lasts until the end of the target’s turn.
Moderate: In addition to the Minor benefits, the Servant of Fate can choose “Reaction” instead. Since many Reactions can only be used in restricted conditions (for example, an Opportunity Attack can only be used on the moving target), the replacement is usually “no Reaction yet”.
Major: In addition to the Minor and Moderate benefits, the Servant of Fate may now choose “Legendary Action” instead, and further, may force two different types of Actions (such as “Move Action and Standard Action”) to be replaced.
The Servant of Fate can look at a possible timeline a few seconds in the future from multiple perspectives, letting them yell out instructions to their allies.
Minor: Using their Standard Action and spending 1 Flux, the Servant of Fate may direct a number of allies up to their Charisma modifier (min 1). Each ally affected rolls 1d8 and splits the result in any way they wish between Attack Rolls and AC, and the effects last until the end of the Servant of Fate’s next turn.
Split Destiny does not stack with another use of Split Destiny.
Moderate: In addition to the Minor benefits, use of Split Destiny becomes a Bonus Action, and the Servant of Fate is affected in addition to the listed number of allies.
In addition, anyone affected whose 1d8 roll is lower than their Proficiency Bonus instead gets a bonus equal to their Proficiency Bonus.
Major: In addition to the Minor and Moderate benefits, the affected targets get the same bonus to weapon and spell damage rolls as they took for Attack Rolls, and get the same bonus to all saving throws as they took for AC.
Twist of Fate
A Servant of Fate gets a Twist of Fate at 3rd level. They get an additional one at 6th, 10th, and 14th levels. You may not take a Twist of Fate that is higher level than your Servant of Fate class level.
Some Twists of Fate is associated with a Timeline. You may not take more Twists of Fate from any other individual Timeline than Twists of Fate from your own.
When you advance a Servant of Fate level, if you did not change any of your Anomalies, you may replace one of your Twists of Fate with a replacement allowed by your new/current Servant of Fate level.
Spoiler: Twists of Fate
Temporal Extension: Any range of 30 feet in any Anomaly becomes 60 feet.
Flux Capacitor: Your maximum Flux increases by 1.
Not Yet (6th level): When any ally within 30 feet loses Concentration before the effect’s maximum duration has ended, you may spend 1 Flux as a Reaction to extend the duration until the end of that ally’s next turn. That ally may spend their Standard Action to resume Concentrating on the effect, as if Concentration had never been lost in the first place.
Déjà vu (10th level): You cannot be Surprised.
Anchored (14th level): You may use your Reaction to counter any haste, slow, or time stop spell or effect, as long as you are aware of the attempt. Range is not a factor.
Doomed to Repeat It (Past): When making an Intelligence ability or skill check to remember something your character previously learned, you may choose to automatically roll a natural 15. You also have Advantage on any saving throws that cause you to forget something, including reversion.
Time Heals All Wounds (Past): Wound reversal heals for an extra die.
Multi Memory (Past, 6th level): When you use wound reversal or object restoration, you may affect a second target at no additional cost.
Saw It Coming (Past, 10th level): When you re-roll a saving throw due to system unshock, you get Advantage on it.
Lost in the Past (Past, 14th level): Reversion does not require Concentration.
Enhanced Storage (Present): Your Max Capacity is four times your Capacity instead of three.
Entropy Shield (Present): You may use energy containment as a Reaction to being affected by a damaging spell or effect the Anomaly can store, but you have to declare this before the damage roll or saving throw is made. You may use long term storage as a Reaction to being targeted by a physical projectile the Anomaly can store, but you have to declare this before the Attack Roll is made.
Energy Echoes (Present, 6th level): If you store two copies of the same spell, you may merge them in storage to a single copy that’s one level higher. This may be used repeatedly to raise a spell’s level multiple times, but no higher spell level than your Capacity.
Time Zone (Present, 10th level): When you use dismiss from time on your home plane, any target not native to your home plane has Disadvantage on the saving throw.
Blinked Out (Present, 14th level): You may use any Anomaly to Store as a Reaction.
Nick of Time (Future): When using precognitive reflexes and wearing armor, your AC improves by an additional 1.
Seize the Moment (Future): You may spend 1 Flux to negate Disadvantage on an Attack Roll you make.
Timely Warning (Future, 6th level): All subjects of your split destiny get Evasion while affected. If they attempt a Dexterity saving throw for half damage, they instead take no damage if they success, and half damage if they fail.
Deadly Premonition (Future, 10th level): While using moment to strike, you score a critical hit with a weapon if your natural attack roll is a 19 or 20.
Reactionary (Future, 14th level): When using moment to strike, ignore your target’s Dexterity bonus to AC.
Chosen of Destiny
At 20th level, the Servant of Fate has progressed so far in the eyes of their time deity they now have the ability to re-write events as they occur into their choosing. For one minute, all their Anomalies are Major, they have Advantage on all saving throws, and they get a special pool of 6 Flux they use before their normal Flux. Once used, Chosen of Destiny cannot be used again until a full day is spent in mediation and prayer.
Last edited by Breccia; 2019-12-15 at 09:29 PM.
- Join Date
- Oct 2017
Re: D&D 5e Base Class Contest IX: It's Time for Time
Request for extension. Real life leaving me with too little time to edit and format.
- Join Date
- Oct 2019
Re: D&D 5e Base Class Contest IX: It's Time for Time
A warrior that spent years of training to gain mastery in one weapon.
http://https://homebrewery.naturalcrit.com/share/SJZKBvnpnSIts poisoned, obviously
- Join Date
- Dec 2008
- Malsheem, Nessus
Re: D&D 5e Base Class Contest IX: It's Time for TimeThe Conductor
A gnome taps his quill thoughtfully against his lip, arcane texts covering the right side of his desk and musical scores covering the left.
"No no no," the woman cries in exasperation as the duelists return to their positions, "it's step-two-three, step-two-three, lunge-two-three. Again, from the top."
The dwarf taps a beat with his mace against his shield in time with the phalanx marching forward, the quickening of his tempo speeding their footsteps on the field.
Magic and Music
Many are familiar with bards and their ability to turn their passion and skill for music into a talent for magic, but they aren't the only ones capable of drawing upon the music of creation. They have a counterpart in the conductor, who also weaves music and magic together but whose talents lie more on the cerebral end of the scale. Where bards bring a sorcerer-like intuition to their craft, conductors are more wizard-like and methodical, coordinating teams of fellow adventurers just as they would conduct an orchestra and attempting to ensure that every last "performance" of theirs proceeds exactly as planned.
The Conductor Spell Slots per Spell Level Level Proficiency
1st 2nd 3rd 4th 5th 1st +2 Spellcasting, Time signature 2/4 3 2 2 — — — — 2nd +2 Conducting Style feature 3 2 3 — — — — 3rd +2 Ability Score Improvement 4 2 4 — — — — 4th +2 Conductor's Baton 4 2 4 — — — — 5th +3 Time Signature 3/4 5 3 4 2 — — — 6th +3 Conducting Style feature 5 3 4 2 — — — 7th +3 Ability Score Improvement 6 3 4 3 — — — 8th +3 Metric Modulation 6 3 4 4 2 — — 9th +4 Time Signature 4/4 7 4 4 4 3 — — 10th +4 Conducting Style feature 7 4 4 4 4 — — 11th +4 Ability Score Improvement 8 4 4 4 4 — — 12th +4 Tempo Rubato 8 4 4 4 4 — — 13th +5 Time Signature 5/4 9 5 4 4 4 2 — 14th +5 Conducting Style feature 9 5 4 4 4 3 — 15th +5 Ability Score Improvement 10 5 4 4 4 4 — 16th +5 Finale 10 5 4 4 4 4 — 17th +6 Time Signature 6/4 11 6 4 4 4 4 2 18th +6 Conducting Style feature 11 6 4 4 4 4 3 19th +6 Ability Score Improvement 12 6 4 4 4 4 4 20th +6 Take It From The Top 12 6 4 4 4 4 4
As a conductor, you gain the following features
Hit Dice: 1d8 per conductor level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per conductor level after 1st.
Armor: Light Armor
Weapons: Simple weapons, rapiers
Tools: Calligrapher's tools, one musical instrument of your choice
Saving Throws: Dexterity, Intelligence
Skills: Performance, plus two of your choice from among Arcana, History, Insight, Investigation, Perception, Religion, and Sleight of Hand.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) any simple weapon
- (a) scale mail or (b) leather armor, heavy crossbow, and 20 bolts
- A set of fine clothes, suitable for a gala or performance hall.
As a conductor, you cast spells exactly as a bard does, except that you do not learn any cantrips and you use Intelligence as your spellcasting ability instead of Charisma.
Beats, Cues, and Time Signature
You have an intuitive sense of the rhythym of the world around you, and by synchronizing the rhythm of your surroundings to your internal tempo, you can manipulate the world using your musical gifts. Your ability to do so has three components: Cues (magical effects that can direct other creatures to act--or not act--at precisely the right time), Beats (tiny packets of musical magical energy that power your Cues), and your internal Time Signature (the rate at which you gain Beats and can use Cues).
You know a number of Cues, according to the value on the table above. To use a Cue, you must have at least one hand free, must point or gesture at the target (one other creature than yourself within 30 feet of you), and must spend one or more Beats. A Cue can be activated as an action or as a bonus action, and you may activate as many Cues on your turn as you want so long as you have the Beats and actions and/or bonus actions to use them. Cues are not spells, and are not prepared or expended; you either know a Cue or don't, and can use a given Cue whenever you wish. However, repeatedly focusing your attention on a single creature attenuates the magic in a Cue, and so after you use a Cue on a creature you cannot use the same Cue on the same creature until a certain amount of time has passed.
Each round at the start of your turn, you gain a number of Beats, which can be used to activate Cues. Any Beats you haven't used since the start of your previous turn are lost (but see Tempo Rubato, below).
Your personal Time Signature manifests internally as the constant ticking of a metronome, beat of a drum, or other musical signifier running through the back of your mind, and you can feel magic pulsing through you to the same beat. A Time Signature takes the form "X/Y" where the numerator is the number of Beats you gain each round and the denominator is the number of rounds you have to wait before reusing a given Cue on a given creature. Normally your Time Signature is fixed to the value on the table above, but certain class features can change it temporarily.
At 2nd level, you develop your own personal conducting style, becoming an Accompanist or a Maestro. Your choice grants you features when you take it and again at levels 6, 10, 14, and 18.
Ability Score Improvement
When you reach 3rd level, and again at 7th, 11th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat.
At 4th level, you can magically transform a branch, a mace, or other relatively straight implement made wholly or mostly of wood into a mystical implement known as a conductor's baton. This ritual takes 1 hour (which can be done during a short rest), and the baton-to-be must be held in your hand for the whole time. You may only have one conductor's baton at a time, but if it is lost you can simply create another.
While you hold a conductor's baton, the range of your Cues is increased from 30 feet to 60 feet. Additionally, you can cast minor illusion at will to create the illusory image of one instrument per point of your Intelligence bonus with accompanying illusory music, both of which last as long as you concentrate. While the illusion lasts, you can cause your Cues to originate from the illusion instead of from your own position.
Finally, as a reaction when a creature within 60 feet makes a Performance check, you may do any of the following at a cost of 1 Beat each: grant advantage, grant proficiency, improve the creature's proficiency to expertise, impose disadvantage, negate the creature's proficiency, or reduce the creature's expertise to proficiency. Unwilling creatures can make a Charisma save (DC 8 + your proficiency bonus + your Intelligence modifier + number of Beats spent) to negate the effect.
Starting at 8th level, you can change your internal Time Signature to better fit the tempo of a given encounter. As a bonus action, you can add +1 to the numerator and +2 to the denominator, or can subtract -1 from the numerator and -2 from the denominator, and may do this as many times as you wish so long as neither number falls below 0 or increases past double its original value.
For instance, if you have a Time Signature of 3/4 (meaning you gain 3 Beats per round but can't re-use Cues on the same creature until 4 rounds have passed), you could increase it to 4/6 or 5/8 (if you want more Beats to work with, at the cost of re-using Cues less frequently) or decrease it to 2/2 or 1/0 (to allow re-using Cues more frequently, at the cost of having fewer Beats per round).
Starting at 12th level, if you do not use up all of your Beats in one round, the remaining Beats carry over into the next round. You cannot use this ability again in the next round to build up Beats over multiple rounds, you can only alternate remaining Beats -> extra Beats -> remaining Beats -> extra Beats and so forth.
At 16th level, upon beginning an encounter (either when initiative is rolled or a DM agrees that a new encounter has begun), you may declare the encounter to be a Finale or a Grand Finale. If you declare a Finale, the numerator in your Time Signature is doubled for the duration of the encounter, after which your time Signature is set to 0/0 until you finish a short rest and you cannot declare a Finale again until you finish a long rest.
You may instead declare an encounter to be a Grand Finale, the numerator in your Time Signature is tripled for the duration of the encounter, after which your time Signature is set to 0/0 until you finish a long rest. You cannot declare a single encounter to be both a Finale and a Grand Finale, and you cannot declare a Finale encounter and then take a short rest to reset your Time Signature after declaring a Grand Finale.
Take It From The Top
At 20th level, as an action you can conjure a hand-sized glowing rune of a segno on a creature or object (an unwilling creature can attempt a Charisma save to negate this) and your internal tempo begins to play backwards in your head, signifying the powerful chronomantic energy bound up in the rune.
When the rune is placed, make a note of the target's exact position and condition (hit points, spell slots remaining, and so forth). At any time thereafter you can use an action to activate it, in one of two ways:
Da Capo Al Segno: The target is sent back in time to the beginning of the encounter, experiences it again while making slightly different decisions, and then pops back into the normal timestream at the moment the rune was placed. Mechanically, the target can undo one decision or event that occurred in the encounter before the rune was placed, similar to a wish spell (and with the same degree of DM determination as to the exact outcome), and then is teleported to the same position it was in when the rune was placed.
Dal Segno Al Fine: The target is sent back in time to the moment the rune was placed. Mechanically, it is restored to the exact position and condition it was in at that time. It is incapacited for 1 round due to temporal disorientation, but afterwards it can act normally.
In either case, this ability costs one Beat in the round the rune is placed, two Beats in the next round, three in the round after that, and so on. If you reach a point where you cannot pay the ability's cost and still have not triggered the rune, the rune dissipates. Whether you activate the rune or it dissipates, you cannot place another until you finish a long rest.
Spoiler: Conducting StylesThe Accompanist
Where most conductors focus on leading large ensembles, Accompanists practice working with musicians one-on-one. By developing a rapport with a single performer, they are able to help that individual reach new heights of musical perfection.
As a bonus action, you can designate one willing creature within Cue range to be your Soloist; they remain your Soloist until you finish a short rest. Whenever you use a Cue on your Soloist, you benefit from the Cue as well, and the amount of time you have to wait before re-using the same Cue on your Soloist is decreased by 1 round.
At 6th level, when your Soloist uses their action, bonus action, or reaction, you may perform the same type of action (Attack, Dash, Cast a Spell, etc.), and must do so in a complementary way, such as moving in the same general direction, attacking the same target, or the like. Doing so costs 3 Beats, or 6 if the action is not one you could normally take (e.g. your Soloist is a sorcerer who uses Quicken Spell to Cast a Spell as a bonus action and you don't know any spells with a bonus action casting time).
This ability counts as a Cue for the purposes of re-use, targeting, and so on, and you can use this ability a number of times equal to your Intelligence bonus between long rests.
Once More With Feeling!
Starting at 10th level, whenever you use a Cue on your Soloist, resolve the effects as if you had spend 2 more Beats on it than you actually did.
Starting at 14th level, you can spend a short rest practicing with your Soloist (precluding them from gaining any other side benefit from the short rest, such as identifying a magic item) to rehearse a particular Cue with them. Afterward, the Soloist can activate the rehearsed Cue at any time as a bonus action, and it takes effect on them with a number of Beats equal to the numerator in your current Time Signature. After rehearsing a Cue with your Soloist, you cannot use that Cue on your Soloist until they activate the rehearsed Cue, but you may use it on other creatures as normal.
All Together Now!
At 18th level, instead of designating a single Soloist, you can designate up to 5 creatures to be an Ensemble. You may rehearse with all of the creatures in your Ensemble during a single short rest (choosing the same or different Cues for each) and may switch your current Soloist between any of the creatures in your Ensemble as a bonus action.
Where most conductors are better at theory than practice, Maestros are distinguished musicians in their own right, often conducting and playing an instrument at the same time. By studying both magic and music in great depth, they are able to improvise beyond the narrow constraints of musical theory.
When you first select this Style, you gain proficiency in four additional musical instruments. Additionally, at each level at which your Time Signature feature improves, you learn one additional Cue and one additional spell known of your choice, of any Beat cost or level that you could normally use.
At 6th level, you gain the Ritual Caster feat. Regardless of the class chosen for the feat, you use Intelligence for your key ability when casting rituals and you can cast rituals from any other character's ritual book, spellbook, or Book of Shadows in addition to your own ritual book.
Starting at 10th level, you may learn Cues with the [Dynamic] tag, and you may use Cues on yourself by increasing the cost of the Cue by +2 Beats.
Play It By Ear
At 14th level, you can use your action and spend one or more Beats to grant an ally a bonus selectable ability (spell known, warlock invocation, bard or rogue expertise, or any other ability a character could have chosen when leveling up but did not) of its choice. The ability chosen must be one that the character could have legally chosen based on its class and level (for instance, a Warlock [Fiend, Blade] 3 could not choose an invocation requiring the Archfey patron, the Chain pact, or warlock level 5th) and you must spend a number of Beats equal to the minimum class level that the ability could have been gained (for instance, for an ally to gain a bonus 3rd level spell known, you must spend 5 Beats if they are a wizard, 13 Beats if they are an arcane trickster, and so forth).
This ability counts as a Cue for the purposes of re-use, targeting, and so on, and lasts for a number of rounds equal to your Intelligence bonus.
At 18th level, whenever you use a Cue on a single creature, you may use it on one additional creature that would be a valid target for that Cue. The Beats you spend on the Cue apply to both creatures equally.
Spoiler: CuesThe Cues available to the conductor are listed below. For brevity, the descriptions use the notation "B" to refer to the number of Beats spent when activating the Cue. The number in parentheses after the name of a Cue is the minimum number of Beats that must be spent to activate it; a conductor can learn such a Cue even if his Time Signature does not grant him sufficient Beats each round, so long as he could somehow gain that many Beats through the use of Tempo Rubato, Once More With Feeling, or the like.
A Cue is used as an action or bonus action and can target a single creature other than yourself, unless a class feature or Cue description specifies otherwise. An unwilling target may negate the effect with a saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) using an ability score noted in the header.
If the name of a Cue has the [Dynamic] tag after it, it is a Dynamic Cue and may only be chosen by a conductor with the Maestro style.
(This glossary of musical terminology may be helpful for determining the meanings of Cue names, if you're interested.)
Adagio (1, Dex)
The target's speed is reduced by -5B feet for 1 round.
Accompagnatto (4, Wis)
This Cue targets two creatures instead of one. For B/2 rounds, whenever one creature moves voluntarily on its turn, the other affected creature moves as well, mimicking the movement as closely as possible. For instance, if the first creature moves 10 feet west and 5 feet south, the second creature must move 10 feet west and 5 feet south as well unless there is a wall or the like in the way, and if the first creature flies 20 feet diagonally upward to the west and the second creature lacks a fly speed it must move west along the ground until it is directly beneath the first creature.
If only one of the two creatures succeeds on its saving throw, it does not have to move when the other creature does but the other creature still has to move when it does.
Agitato (3, Wis)
The target must move at least 5B feet on its turn (using its full speed, the Dash action, and any other means necessary to meet the requirement). It cannot move into the same space twice in one turn; if it would be forced to do so because it has nowhere else to move, it instead ends its movement for the turn.
Alla Marcia (3, Wis)
For B rounds, the target can only move in a straight line when it uses its movement, and however much movement it used on its first turn while under the effects of this ability, it must move the same distance (but not necessarily in the same direction) in each following round. For instance, if this Cue lasts for 3 rounds and the target moves 15 feet in its first turn, it must move 15 feet on the second turn and 15 again on the third, but this could consist of moving 45 feet in one direction, moving 15 feet back and forth between the same two points, moving in a 15-foot triangular pattern, and so on.
Allegro (1, Dex)
The target's speed is increased by 5B feet for 1 round.
Andante (1, Dex)
The target cannot take the Dash action or use any form of movement other than walking for B rounds. If the target is currently incapacitated or otherwise unable to move, it instead gains the ability to move at its normal walking speed for B rounds.
A Tempo (4, Wis)
Up to B/4 time-related effects on the target are immediately negated. This includes spells like haste or time stop, Cues from yourself or another conductor with a Beat cost of B or lower, or any similar abilities; the target may attempt a separate saving throw for each ability it wishes to retain.
Cantabile (2, Wis) [Dynamic]
The target must sing all of its actions in a strong voice for B rounds. Any spells it casts without Verbal components gain a Verbal component and it has disadvantage on Stealth checks, and the DM may impose other penalties such as making a gaffe in a social situation due to singing loudly instead of speaking normally.
Con Fuoco (2) [Dynamic]
The target gains Bd6 of fire damage, which it may allocate among any attacks it makes on its next turn. For instance, a target granted 5d6 may choose to add +5d6 fire damage to one attack, +1d6 fire damage to one attack and +2d6 to two others, or any other valid combination. Dice must be allocated before making an attack roll, and on a miss those dice are used up.
Con Moto (4) [Dynamic]
For 1 minute, the target may "save" up to 5B feet of movement on its turn and use that movement as a reaction instead. For instance, if the target has a speed of 30 and only moves 15 feet on its turn, and you spend 2 Beats on this Cue, the target could use its reaction to move 10 feet at any time before its next turn (with the remaining 5 feet being wasted).
This Cue target a spell or other magical effect. The effect is suppressed for B/2 rounds as if it were in an antimagic field (which still counts against the effect's duration), after which it resumes normal operation.
Furioso (3) [Dynamic]
The target has advantage on all Wisdom- or Charisma-based attack rolls, ability checks, or saving throws it makes for the next B/3 rounds.
Glissando (3) [Dynamic]
The target does not provoke attacks of opportunity for the next B/3 rounds.
Grave (1, Dex)
The target subtracts -B from its initiative result, potentially changing its place in the initiative order; if this would cause the target's initiative result to tie with that of one or more other creatures in the encounter, the target acts last. If the target's score would be decreased below 0, it loses its turn in that round and its initiative result "wraps around" and begins counting again at the result of whoever is acting first in the round.
Lacrimoso (4, Cha) [Dynamic]
The target has disadvantage on all Wisdom- or Charisma-based attack rolls, ability checks, or saving throws it makes for the next B/4 rounds.
Lacuna (6, Cha) [Dynamic]
The target is incapacitated and has disadvantage on all saving throws for B turns. It may attempt a saving throw at the start of each turn, and a single success ends this Cue.
Legato (1, Dex)
The target cannot split up its movement for the next B rounds; it must take all of its movement at once, and any speed remaining after that is wasted.
L'istesso Tempo (3, Wis)
This Cue targets two creatures instead of one. For B/3 rounds, the slower creature can move at the faster creature's speed, and if either creature is subjected to a time-related spell (but not a Cue or other time-related ability) of level B or lower the other creature is subjected to it as well. If either creature succeeds on its saving throw, the Cue is negated for both creatures.
Molto (4) [Dynamic]
The first time the target attacks, casts a harmful spell, or takes another offensive action its next turn, any attack rolls involved have advantage and the target deals +Bd6 thunder damage in addition to the action's other effects.
Ossia (4) [Dynamic]
This Cue is used as a reaction after a creature takes any action involving a damage roll. You reroll any and all of the dice rolled, and may repeat this up to B/2 times, stopping early if you are satisfied with the result.
Ostinato (4, Wis) [Dynamic]
On the target's turn for B/4 turns, it must repeat its last turn as closely as possible (attacking the same creature, casting the same spell, moving the same distance and direction, and so forth). It may attempt a saving throw at the start of each turn, and a single success ends this Cue.
Pesante (4, Con) [Dynamic]
The target gains 1 level of exhaustion each round at the start of its turn for B/2 rounds. It may attempt a saving throw each time it gains an exhaustion level, and a single success ends this Cue.
Poco a Poco (3, Wis)
This Cue is used as a reaction and targets a spell or other magical effect. The effect is delayed, occurring B rounds later at the start of its originator's turn. The target's originator may attempt a saving throw each round, and the delayed effect occurs immediately on a successful save.
Presto (4, Dex)
This Cue is used as a reaction when a creature moves out of a space. Up to B/2 creatures of your choice may immediately make an opportunity attack against the triggering creature if they threaten the space it just left, even if they have already used their reactions for the round or the target is using an action or ability (such as Disengage) that would normally prevent it from provoking an opportunity attack.
Any ranged attack rolls or spell attacks made against the target have disadvantage as the projectiles slow in midair, and if they still hit, the attacks subtract -B from the damage dealt due to the lessened momentum.
This Cue target a spell or other magical effect with a duration of Concentration. When the effect's creator loses concentration, the effect continues for an additional B/2 rounds before it expires.
Sotto (4, Cha) [Dynamic]
This Cue is used as a reaction when a creature makes a sound of any kind. The creature is subject to a silence effect for B rounds.
Whenever the target moves for the next B/2 rounds, it teleports from its space to the destination space instead of moving physically.
Subito (6) [Dynamic]
This Cue is used as a reaction. The target may immediately cast a single spell of Bth level or lower.
When the target takes an action on its next turn, it may roll a d20. On a result of B or lower, it may take that action as a bonus action instead.
- Join Date
- Jun 2009
Re: D&D 5e Base Class Contest IX: It's Time for Time
Voting thread is now up!
Forgot to put this link here yesterday, but I put it in the chat thread which I think most of you follow.
- Join Date
- Jun 2009
Re: D&D 5e Base Class Contest IX: It's Time for Time