Circle of the Clock Legacy (5e Subclass)
From D&D Wiki
Circle of the Clock
A subclass dedicated to controlling arguably the most powerful tool at mother nature's disposal, father time.
- Like Clockwork
- Starting when you join this circle at level 2, you can spend both uses of your Wild Shape to turn into a Construct, following all the other rules and limitations of the Wild Shape feature.
- Do The Time Warp
- At level 6, you always have the haste and slow spells prepared, they don't count against the number of spells you can prepare, and Slow counts as a Druid spell for you. When you cast either spell, you can choose to automatically succeed on concentration checks for the duration of the spell. Once you have done so once, you cannot do so again until you finish a short or long rest.
- Timeless Machinations
- By the time you reach level 10, you've become more intertwined with the nature of time. You can use one Wild Shape use to turn into a Construct, and when you do you can keep the form for as long as you want. In addition, your attacks in Construct form count as magical for the purposes of overcoming resistance and immunity to non-magical damage.
- Time Impunity
- When you reach level 14, you've become so connected to the force of time that you can manipulate the properties of objects with it. As an action, you can choose an object or multiple objects that fit in a 10 foot cube (Or up to 10 cubic feet of floor, wall, ceiling etc.) that isn't being worn or carried. When you do, you can temporarily change the object's age, making it either 1 day old or 1000 years older than it currently is. When you make it younger, the object loses all deterioration and injury that it has incurred since it was made, effectively becoming brand new. If you make it old, the object deteriorates as if that 1000 years had actually passed. This will rot the object, turning it to paste, rust, or dust, depending on what it is. You cannot use this feature on magical items, adamantine, mithral, or silver. After 10 minutes have passed, you use this feature again, or if you die, the object reverts to its unaltered state.
Variant Subclass Feature
For games and DMs willing to allow ludicrous powers. Time travel is typically impossible with mortal magic in canon 5th edition D&D, but if you are willing to allow it, here you go!
- Time Traveler
- When you reach level 14, you can use an action to travel through time. When you do so, you choose an amount of time in the future or past or an event you know occurred at some point and move to that point in time and space (On the same plane of existence). You can stay in the alternate point in time until the end of your next turn, at which point you return to the present at the end of your turn. If you travel to the past and alter it in any way, it doesn't alter the events leading up to the present, but can alter what happens thereafter. For example, if you prevent a creature from dying in the past, the creature is still recognized as dead until the present, where they suddenly reappear. Once you have traveled this way once, you cannot do so again until you finish a long rest. You cannot use this feature to interact with your present, meaning that you cannot travel back from the future to help your present self. You can however help your past self as your present self if you choose. If you are killed while at a point in time other than the present using this feature, you remain in that point in time and therefore spells that bring you back to life work relative to that point in time. If you die in the future, you cannot be revived until that point in time, but if you die in the past, spells can't bring you back to life unless they can do so over the period of time you've been dead for.
(DM Note: Your present self is defined here as the player character experiencing events for the first time. The present is defined here as the moment you began to travel through time, or the end of your current turn in an encounter when you return.)