College of Time, Variant (5e Subclass)

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College of Time, Variant[edit]

Bard Subclass

The College of Time uses its music to shape time with their rhythm. The beat of their song becomes the beat of the world.

Astral Chords[edit]

At 3rd level you no longer need a physical instrument to play music. You are able to pluck, strum, or tap the space around you and cause sounds and faint trails of light from where the sound emanates. The air around you ripples when you do this, distorted by sound.

When you become a member of this college, haste, slow, and time stop are added to your spell list and are considered bard spells for you. You must learn them as you would any other spell on the bard spell list.

Tempo[edit]

At 3rd level, you gain an ability called Tempo, which is measured in tempo points. You can never have any more tempo points than half your Bard level (rounded up). You gain tempo points whenever any of the following happens:

  • You cast a Bard spell.
  • You grant a creature a Bardic Inspiration die.
  • You use your Countercharm feature (starting at 6th level).

You lose a tempo point at the end of your turn if you didn't perform one of the above actions since the start of the previous turn. However, you can concentrate (as if concentrating on a spell) to not lose any tempo points from a discontinuation in the tempo. You can concentrate in this way for up to an hour at a time. At the end of the concentration, you lose any unused tempo points unless you perform one of the above actions before the end of your turn.

You can use tempo points in the following ways, but you can't spend more tempo points than equal to your Charisma modifier (minimum of 1) at once:

  • As a reaction when a creature within 60 feet of you takes damage, you can spend 1 tempo point to reduce that damage by your Song of Rest die (minimum of 0 taken).
  • When you deal damage, you can spend 1 or more tempo points to increase the damage dealt by your Bardic Inspiration die for each point spent.
  • When you make a saving throw, you can spend 1 or more tempo points to increase the result by 2 for each point spent.
  • You can spend 1 tempo point to cast a Bard spell with the casting time of 1 action as a bonus action.

Skip[edit]

At 6th level, you can, as a bonus action expend one Bardic Inspiration die to choose a willing creature that can hear you within 60 feet, including yourself. The chosen creature is under the effect of your Tempo feature, having a number of tempo points equal to the number rolled on your inspiration die. It can use tempo abilities that you were able to use at level 3. The creature can get no more tempo points than your maximum. The creature doesn't lose unused tempo points by not performing the actions that normally create them. Instead, any unused tempo points are lost after 10 minutes.

Additionally, you gain access to the following tempo abilities:

  • Once per turn, you can spend 1 tempo point to take an additional reaction.
  • Once per turn, you can spend 2 tempo points to take an additional bonus action.
  • Once per turn, you can spend 3 tempo points to take an additional action.

Rewind[edit]

At 14th level, you can use the heart of your beat to rewind time, gaining access to a number of reaction abilities.

  • As a reaction when a creature within 60 feet of you hits with an attack using a weapon or cantrip, you can spend 1 tempo point to allow them to repeat that one attack, no action required.
  • As a reaction when a creature within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction and spend 1 tempo point to cause the creature to reroll the result. You also roll 1d6 and choose whether to increase or decrease the new result by the number rolled.
  • As a reaction when a creature within 60 feet of you would suffer a level of exhaustion or another condition, you can spend 5 tempo points to allow it to ignore that condition instead.
  • As a reaction when a creature within 60 feet of you would take an action, bonus action, or reaction, you can spend 4, 3, or 2 tempo points respectively to cause the creature to make a Wisdom saving throw. On a failure, the targeted action is wasted.

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