A human crouches behind a metal statue as bullets fly past him. He stands, leaning around the statue to throw a dagger at his attacker – only to hear another gunshot. Between one moment and the next, he has moved out of the bullet’s path. He dashes to the shooter and buries his dagger in his chest.
An elf walks through a forest, watching for traps above. He misses the trap on the ground. He yelps and begins falling into a pit… but in a blink of an eye, he is safely on the other side.
A tiefling converses with an angry dragon god, gesturing animatedly. The dragon roars and flames flow from its mouth straight at her. In a flash, she is behind the dragon. It looks around, confused, but she is already driving her greatsword into its back.
Hit Dice: 1d10 per Timewinder level
Hit points at first level: 10 + your constitution modifier
Hit points at higher levels: 1d10 (or 6) + your constitution modifier per Timewinder level
Armour: Light armour, one martial weapon of your choice
Weapons: Simple weapons
Tools: one artisan tool of your choice
Saving throws: Dexterity, intelligence
Skills: Choose 3 skills from Acrobatics, Sleight of Hand, Stealth, Arcana, Insight, Survival
One simple or martial weapon (b) x 2 daggers
(a) Shortbow and 20 arrows (b) Crossbow light and 20 bolts
(a) Dungeoneer's Pack (b) Explorer’s Pack
Leather armour, a dagger, and a artisan tool of your choice
At first level, your connection with the flow of time gives you a slight edge in combat. If you are hit by an attack from an attacker you are aware of, you may use your reaction to reduce the attack by 1d8 as time slows for a second to let you dodge more easily. This effect can be used an equal amount of times as your intelligence modifier (minimum 1). It regains all of its uses on a long rest. At fifth this roll changes to 2d4+ intelligence modifier, at 10th level this changes to 2d6 + intelligence modifier, and at 14th level this changes to 2d8 + your intelligence modifier
Time Touched Form
At first level your body is changed, if from a blessing of a god, a feat of arcane study, or being born in a magically unstable area, you seem to age slower. This character will only show signs of age at half the rate of any other members of its race.
At second level your connection with the essence of time allows you to temporarily stop time, Once per turn you may stop time temporarily to take another action and move. Movement during this time doesn't produce opportunity attacks, spells will fail during this time unless it is specified that they are able to be cast during frozen time. If this is used out of combat, time will stop for one action. If this ability is used extra actions cannot be generated by Time Points this turn. This ability may be used once per long rest.
At second level, you gain expertise with the skill Sleight of Hand; when you can focus and slow time, you complete tasks more easily. When you use unarmed or improvised weapons, they gain the light property.
You choose a Time Doctrine (detailed at the end of the class).
Ability score improvement
When you reach 4th Level, and again at 6th, 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.
At fifth level, you can tap into a well of power inside yourself to stop time mid-combat. This ability is rare and often sought after in most arcane fields, so it is often a surprise for enemies when they get hit by an attack that never happened. When you gain this feature at 5th level, you gain an amount of Time Points, and a limit of how many time points you can spend per turn detailed in the class table. Time Points can be changed into different aspects of your turn as a free action – the cost is detailed on the table below. You gain all points back on a long rest, and half of them back on a short rest. If you want to use Time Points to get an extra reaction, you must declare it on your turn. If your attack action allows you to make multiple attacks per action, you must spend two extra time points per extra attack in frozen time (eg: if you have a feature that lets you attack twice per action, it will cost six time points instead of four to do the bonus attacks, four for the extra action to attack then two extra points for the extra attack. This is so multiclassing into this class doesn't allow too many extra attacks).
At fifth level, your body is teeming with energy, and things start to move slower around you and you start accelerating, increasing your movement speed by 5ft.
At 7th level all necrotic and bludgeoning damage you deal with this class is considered magical for the purpose of overcoming resistances.
You can cast the following spells for time points: Longstrider 2 points, Blur 3 points, Haste 4 points
At 9th level you gain the ability to freeze someone in time. You may use your action and expend four Time Points to attempt to freeze an enemy in time for one minute. You must concentrate on this as if it was a spell, and the enemy must make a dexterity or wisdom saving throw of the caster’s choice (DC = 8 + proficiency bonus + intelligence modifier). If they fail the saving throw, they become frozen in time. When the enemy is frozen, they are considered petrified, are immune to all damage except psychic, and are immune to all conditions. You must use your bonus action each turn to keep this active.
At level 11, you gain the ability to mark and slow a target. Using your bonus action, you force the target to make an intelligence saving throw (DC= 8 + proficiency bonus + intelligence modifier). If they fail, they become under the effects of the Slow spell and are marked. When they are marked, your attacks deal an extra 1d4 necrotic damage as you are forcing them to age rapidly. When you kill an enemy marked by this effect, you gain three Time Points back. You have three uses of this and you regain all expended uses after a long rest. Only one target can be under this effect at a time.
At level 13, you have refined your skill with placing enemies in stasis, instead of freezing them fully in time you simply slow them to the point of uselessness. However, it is much harder to keep someone contained like this. As an action on your turn, you can spend five Time Points to slow a creature within 30ft to uselessness. A creature that wishes to resist this must make a (DC = 8 + proficiency bonus + intelligence modifier) saving throw, and they have advantage on this saving throw if they are huge or larger. If they fail the saving throw, they are paralized until the start of your next turn.
At 15th level you can create disrupting ripples around you in the flow of time. On your turn, you can use your action to create up to three ripples in the time flow around you. If you use more than one tier of this, you must use all tiers below it.
Disrupt Body: all creatures except yourself within a 5ft sphere centered around you must make a dexterity saving throw (DC = 8 + proficiency bonus + intelligence modifier) or take 10d10 bludgeoning damage
Freeze Joints: all creatures except yourself and one other creature of your choice within a 15ft sphere centered around you must make a wisdom (DC = 8 + proficiency bonus + intelligence modifier) saving throw or become restrained as parts of their body become frozen in time and take 3d8 bludgeoning damage. The restrained creatures may make a saving throw against being restrained at the end of their turn.
Time Thief: all creatures except yourself within a 45ft circle around you must make a strength saving throw or take 10d6 necrotic damage as their own life is drained from them and you restore half the damage dealt to your own health points (maximum twice your class level).
Improved Time Slip
You can use your Time Slip ability as a reaction.
Improved Time Marked
At 17th level, once per long rest you can choose an enemy that is Time Marked. This causes the effects to intensify, adding these additional effects on top of the existing effects. They take 1d8 necrotic damage at the start of each of your turns, healing you for that amount. They have disadvantage on all rolls and their armour class is reduced by 5. Killing an enemy under this effect restores six time points.
At level 20, you have complete mastery over the flow of time. Once per long rest you may spend one minute on a ritual. Once one uninterrupted minute is spent on this ritual, time stops for 10 minutes. Attacking causes time to resume. You can move an unwilling living creature for two Time Points per 15 ft of movement, and a willing creature for free. If you run out of time points doing this, time resumes.
At level 20, you have the ability to move forwards or backwards a year in time, and after a day you will return to your regular time. This ability recharges one year after use.
This doctrine is for Timewinders who choose to be thieves, assassins or spies. Disciples of this doctrine are often held in high regard, and even more commonly held in mistrust. Their ability to kill quickly and unseen is highly praised.
At 3rd level, you gain proficiency with thieves tools, disguise kits, and a martial or exotic weapon of your choice.
At 3rd level, your study of this doctrine has allowed you to make strikes with unnatural speed and precision. Once per turn, when you make a weapon attack, if you have advantage on the attack roll or an enemy has a friendly character within 5ft of them you you may deal an extra 1d6 damage (increases to 2d6 at level 6, 3d6 at level 10, 4d6 at level 14, 5d6 at level 18).
At 6th level, when you can see a creature that can’t see you, you can force them to make an intelligence saving throw (DC = 8 + proficiency bonus + intelligence modifier). If they fail, the creature has disadvantage spotting an amount of creatures equal to your timewinder level as they are moving more slowly. If the creature succeeds on the saving throw, they are not affected by this ability, and are unaware that an ability was attempted.
At 10th level, if you get caught in an undesirable situation you may go back in time six seconds. Your character retains the memories of what would have happened, but no other creatures aside from deities are aware of what happens. Once this feature is used, it cannot be used until at least the next long rest. During a long rest when you don’t have this feature active, roll a d100. If the roll is above 70, the feature regains its use, otherwise it does not (this roll changes to above 60 for the next long rest and the difficulty decreases by 10 if it still isn’t active in additional rests).
At 14th level in this class when time is slowed precise striking activates in frozen time, even if the either first two criteria aren’t met
When you reach level 18, your mastery over stealth and time gives you multiple honed senses that seem unnatural. You can reroll your initiative up to three times, choosing any result in one or multiple combats per long rest. You can add 5 to your passive perception as you see everything in slow motion. You have advantage on insight and perception checks as you can focus on the target’s face much better with the extra time. You can also add +4 to all dexterity saving throws.
At level 18, you gain mastery over mixing time and precision with striking. You may choose to make a Perfect Strike: make an attack with your melee weapon and spend six time points on it. This attack has a +5 bonus, and if it hits it is an automatic critical hit.
Champion of Time
Champions of Time are the shining knights of the Timewinders. On the battlefield, they move with extreme speed and mastery, and are highly feared due to their ability to make flurries of blows from swords and axes or the like, and their ability to release storms of arrows from their bows.
At 3rd level, your mastery over martial combat gives you bonus skills. You gain proficiency with medium armour, heavy armour, shields and martial weapons.
Your mastery over a style of combat has given you some bonuses, choose one from:
You gain a +2 bonus to attack rolls you make with ranged weapons.
If you are wearing armour, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls.
Great Weapon Fighting
When you roll 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain the benefit.
Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. The number of attacks increases to three when you reach 18th level in this class.
At 10th level, you can use your action to force your target to make a wisdom saving throw (DC = 8 + proficiency bonus + intelligence modifier). If they fail the saving throw, they are paralized until they get hit or until the start of your next turn. This feature can be used twice per short or long rest.
At 10th level, your mastery with weaponry aids your attacks. When you use your attack against a target, your weapon’s strikes become criticals on 19-20 instead of just 20s (this improves to 18-20 at level 18).
When you are getting hit by an attack that deals any damage type except psychic, you may use your reaction to gain resistance to that damage for 18 seconds. This effect can stack with two different types of damage. This ability has intelligence + proficiency bonus modifier (minimum of 6) uses and you regain 1d8+3 uses per long rest.
Gravity Benders are rarely found even in sects of the rare Timewinders as the doctrine focuses on a different magic and can be highly destructive to both sides if misused. In armies they are kept often in chains like a dangerous beast and only released into enemy lines when all is almost lost. However, Gravity Benders that have control of their gift are truly powerful in the field of war, deflecting swarms of arrows and often sending giant rocks or even the enemies’ soldiers flying back at them.
Your connection to this rare doctrine gives you slight attunement to the arcane. You may choose a cantrip from the wizard spell list. Intelligence is your ability modifier for this spell.
At 3rd level, you have the ability to launch small items up to 50ft at will. If someone is hit by one of these items, they take 2d6 bludgeoning damage. Treat this as a spell attack using your intelligence score. If you try to launch an item out of someone's hand, make a contested intelligence roll against their strength roll. If you win, the item is launched 15ft out of their hands.
At 6th level, you have learnt how to switch up gravity to boost yourself rapidly. As an action, you may boost yourself in any direction at the cost of three Time Points. You move 30ft and do not trigger any opportunity attacks. If you land within 5ft of an enemy, you may attack as a bonus action, adding 2d6 bludgeoning damage to the attack.
When you hit someone with an attack that isn’t a spell, you may expend one Time Point to put the force of gravity into the attack and deal an extra 2d6 bludgeoning damage.
At 10th level, you can use your skills to manipulate your own gravity, or another creature’s gravity. This ability has one use which recharges on a long rest. When using the ability, choose one of [number] features. If a creature wants to resist this effect, they make a strength saving throw (DC = 8 + proficiency bonus + intelligence modifier).
Launch: you choose a creature, and they get launched up to 60ft in any direction. They take 6d6 points of bludgeoning damage, and any creature in the path of the creature must make a dexterity saving throw (DC = 8 + proficiency bonus + intelligence modifier) or be knocked prone.
Zero Gravity: you choose a creature, and if it wants to resist it must make an intelligence saving throw (DC = 8 + proficiency bonus + intelligence modifier). If they fail, they are in zero gravity. They suffer these effects if they are not used to zero gravity – they have disadvantage on attack rolls and concentration checks, they have all speeds except flying speed reduced to zero, but can propel themselves 5d6ft with their bonus action, any attack against them sends them 5ft+ backwards (at the DM’s discretion) and this can cause opportunity attacks.
Pinned: you maximise the gravity on a creature. The creature must make a dexterity saving throw (DC = 8 + proficiency bonus + intelligence modifier) or become stuck to the ground. Once someone is pinned, they have 0ft of all movement speed, are considered prone, and have disadvantage on all attacks. On the bonus action of your turn, you can cause them to take 3d8 bludgeoning damage (maximum twice per turn). The pinned creature may try and escape, by making a strength saving throw (DC = 8 + proficiency bonus + intelligence modifier).
At 14th level, you begin to master gravity. Using this skill, you can spend six Time Points to launch boulders or enemies up to 1000lb at enemies. If anyone is in the path of the boulder, they make a dexterity saving throw or take 10d6 damage and are knocked prone. If they succeed, they take half damage. If you attempt to throw a creature and it is unwilling, it must make a strength or dexterity saving throw of the creature’s choice against a roll + your intelligence modifier from you. If it is willing, no saving throw is required.
At 14th level, you can more accurately control your gift of gravity manipulation to move things with more finesse. You can expend six Time Points to cast telekinesis at 6th level.
At 18th level, you have fully mastered the manipulation of gravity. Once per long rest, you can create a circle with a radius of 10ft. If a shell of gravity repelling anything comes into contact with it, the shell is immune to any spells except Wish, and any creature attacking this must make a DC 40 strength check or be launched back 200ft by the force of the shell, and take 10d8 bludgeoning damage. All projectiles sent into this shell are launched back at the sender.
Overclockers are results of untrained Timewinders that have an unbelievable amount of potential; they are volatile and capable of moving at unreasonable speeds at the cost of their own body, they are dangerous to most monsters and armies if they don’t tear themselves apart first.
Overclock Act 1
At 3rd level, when using your Timely Dodge feature causes the attack to miss, you may hit this enemy with a weapon attack immediately. If you use this feature take 1d4+2 necrotic damage that can’t be increased or decreased.
Overclock Act 2
At 6th level, your throwing skills are deadly. You gain proficiency with a weapon that has the thrown property. When you throw a weapon that has the throw feature, you may take 2d4+2 necrotic damage that can’t be increased or decreased and gain the following benefits with throwing weapons for one minute: you can throw it as a bonus action, it has double range, and deals an extra 2d6 damage and it has the versatile trait, outside of combat if you are trying to accurately hit something you gain a +5 to the roll.
Overclock Act 3
At 10th level, you may take 3d6+4 necrotic damage that can’t be increased or decreased and choose a creature. The creature must make a wisdom saving throw (DC = 8 + proficiency bonus + intelligence modifier). If it fails, it suffers the following effects: movement speed reduced to 10ft, disadvantage on all attack rolls and dexterity saving throws, AC -4, and your attacks deal an extra 1d4 damage to them.
Overclock Act 4
At 14th level, once per long rest you may take 4d12 necrotic damage that can’t be increased or decreased and create a clone of yourself controlled by the DM. The clone has the same stats as you, except it has six Time Points, Time Slip is inactive and only has one charge of Time Marked, and is unable to use this ability. The clone lasts for 1 hour, then fades away.
Overclock Grand Finale
At 18th level, you can force a target to make a saving throw. If they succeed, they take 10d10 necrotic damage, if they fail, they take 10d10 necrotic damage. If they are under 50hp, they age rapidly and die. You take 10d8 necrotic damage that can’t be increased or decreased. This ability cannot be used again until your next long rest.