Master of Time (5e Class)
Master Of Time[edit]
“What is time? A river? A storm? A gift? Some might say it’s all three. But to a Time Wizard, time is simply a tool.”
Time Wizards are masters of the mysterious and intangible power that governs the past, present, and future. Unlike most mages, they do not merely wield magic—they bend the fabric of time itself. Through intense study and arcane experimentation, they’ve unlocked secrets that allow them to speed up, slow down, rewind, and glimpse events across the ages. The mastery of time is as dangerous as it is powerful, for tampering with this delicate force can have unintended, even catastrophic, consequences.
As a Time Wizard, you might have gained your powers through long-lost tomes of chronomancy, whispers of ancient beings, or a supernatural event that shattered your perception of time. You are as much a scholar as you are an adventurer, always searching for greater understanding of your power and the rules of the cosmos. Some Time Wizards seek to maintain the flow of time, others to break it—and a rare few aim to transcend it entirely
Creating a Master of Time[edit]
- Quick Build
You can make a Master of Time quickly by following these suggestions. First, intelligence should be your highest ability score, followed by what ever you want. Second, choose the sage background. Third, choose scholar kit
Class Features
As a Master of Time you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Master of Time level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Master of Time level after 1st
- Proficiencies
Armor: none
Weapons: Yourself
Tools: none
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Eye of time All knowing | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Changing the Fate temporal awareness | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Multicast | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Eye of time Labelas | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Casting Trough past or future | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Time Acceleration | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Time Step | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Rewind | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Eye of time Mystryl | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Future self | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Lost Men in the river of Time | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Eye of time Chronos | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Past Self | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | The Almighty | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Ruler of Time | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Eye of Time[edit]
With the Eye of Time, you are highly attuned to shifts in time and can sense when reality has been altered. You can detect effects like illusions, changes in the timeline, or creatures traveling through time. When such effects are active within 30 feet of you, make a Wisdom (Perception) check against the caster’s spell save DC to detect them. If successful, you become aware of the manipulation, though you may not know its exact nature.
Future Sight At the start of your turn, you can use a bonus action to activate Future Sight, granting you a fleeting glimpse of the immediate future. For the next minute, you may choose to roll a d4 and add the result to any one attack roll, saving throw, or ability check you make. You may wait until after seeing your roll before deciding to add this bonus, representing your foresight into potential outcomes or you can use your reaction to extract d4 form the attack rolls made against you.
You may use this ability a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses after a long rest.
All knowing[edit]
you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skills if you are proficient in that skill and because your time attainment you can remember things better than anyone you don't forget anything you saw heard or saw.Every spell you know counts as prepared spell for you
Glimpsing the future[edit]
When you made a long rest you watch some scenes from the future or alternate futures and you can choose one of them to happen Starting at 2nd level when you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Temporal Awareness[edit]
Because you are time it self or at least for now you are a time mage you can react faster you can use your int modifier for your initiative rolls instead of dexterity
Fast Casting[edit]
At 3rd level, your control over time allows you to cast rapid minor spells. when you cast a cantrip using your action, you can cast another cantrip as a bonus action.
Ability Score Improvement[edit]
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.
Eye of time Labelas[edit]
At 5th level, the clock-like iris in your Eye of Time changes, revealing a new rune: "ᚱᚢᛚᛖ," the ancient rune meaning Rule. Under Labelas’s guidance, you gain the ability to impose rules over the flow of time, subtly influencing events around you.
Effects:
Impose Rule: Once per turn, when you or a creature you can see within 30 feet makes an attack roll, saving throw, or ability check, you may impose one of the following rules:
Rule of Preservation: When the creature makes the roll, a shimmer of temporal energy surrounds them, preserving their efforts. If the roll fails, they may reroll it and take the higher result. This does not count as advantage and can be used even if they already rolled with advantage. Rule of Delay: If the roll fails, delay its impact by 1 round. The effect (such as damage or failure) will take place at the end of that creature’s next turn instead of immediately, allowing them a brief moment to prepare or attempt to counteract it. You can impose a rule in this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all uses after a long rest.
Moment of Rule: As a reaction, when a creature you can see within 30 feet is reduced to 0 hit points, you may use Labelas’s power to hold them in time. The creature is instead reduced to 1 hit point and becomes frozen in time until the start of your next turn. While frozen in time, the creature cannot act, but cannot take further damage. Once this effect ends, they are free to act on their turn as normal. You can use this feature once per long rest.
As a bonus action you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
At the same time whenever you arrive a place you can see the past events that occured there in one day time you must make a investigation check against a dc that your dm decides.
Casting Trough past or future[edit]
At 6th level, you learn to augment spells in a variety of ways through looking to past and future you find the versions of spells that has the effect shown inside . When you cast a spell of 2nd level or higher you can expand a spell slot of one level lower to create one of the following effects:
- Delay Magic: You cast the spell as normal, however, the effects don't manifest as long as you maintain concentration on the spell. You can concentrate on this spell for up to an hour and as a bonus action, trigger the spell with the specifications you gave when you initially cast the spell. While the spell is delayed is sits in the area you cast it from as a ball of energy. The spell activates if any comes into contact with it. If you targeted an area with the fireball spell a minute ago, you cannot now target a different area with the same spell.
- Distance Magic: When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. In addition, when you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
- Extend Magic: The duration of the spell doubles, to a maximum duration of 24 hours.
- Maximize Magic: You deal the maximum amount of damage for that spell, instead of rolling.
- Over Magic: You can cast the spell at a level higher than what you are normally able to use, to a maximum of 9th level.
- Penetrate Magic: You can ignore a target's damage resistance, treat damage immunity as resistance, force a creature that would otherwise be immune to a condition to make a saving throw with advantage, or strike a creature through a creation of magical force.
- Potent Magic: You can raise the spell’s potency, increasing the spell’s save DC by 2.
- Quickened Magic: When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
- Subtle Magic: You can cast the spell without any somatic or verbal components. In addition, any spell of a level lower than expanded spell slot that you cast within the next minute has the same benefit.
- Twin Magic: When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell.
- Widen Magic: You can double the area of a spell's effect. It increases the range or area of effect over what the spell would normally possess.
Time Acceleration[edit]
When you reach the 7th level, your time powers begin to overflow. At the end of your turn, you can choose to make a DC 15 Intelligence saving throw. If you succeed, you can take another full turn right after this one. On a failed save, you take 10d10 psychic damage.
After each success the DC increases by 5 and the failure damage increases by 2d10. The DC and the damage resets after completing a long rest.
Time Step[edit]
At 9th level, you have learned how to manipulate the time around you and how to bend it and move through it. When you move, you can choose to teleport to the location, causing you to not provoke attacks of opportunity. As a reaction for s when you are targeted by an attack, you may teleport up to 10 feet, causing the attack to miss.
Rewind[edit]
At 10th level, you gain the ability to rewind time itself, turning back the clock to alter the flow of events in your favor. This skill, a culmination of years of study and meditation on the mysteries of time, grants the wizard the power to undo mistakes, dodge calamities, or prepare for an oncoming threat with foreknowledge. With a single thought, they can reset the battlefield to a moment just before disaster, giving their allies a chance to recover from costly decisions and face the future with renewed focus.
Once per long rest, as an action, you may Rewind time by one round (6 seconds). Everything reverts to the state it was in at the beginning of your previous turn, undoing damage, spell effects, and movement from that round.
Eye of Time Mystryl[edit]
As you reach deeper mastery over temporal magic, Mystryl grants you the ability to bring order to the chaos of time. Within your Eye of Time, a rune appears, glowing with the word “ᛟᚱᛞᛖᚱ,” which symbolizes Order. This symbol anchors you, allowing you to impose precise structure on events, safeguarding against randomness and giving you control over outcomes.
Effects: Temporal Ward: The rune of Order in your eye grants you a protective aura, stabilizing time around you. Once per round, when you or an ally within 10 feet of you is targeted by an attack, you can use your reaction to grant them resistance to all damage dealt by that attack, as Mystryl’s Order cushions the impact.
Flow of Order: While the Eye of Time is open, you gain immunity to being charmed or frightened, as you now perceive and override attempts to influence you. Additionally, your senses are heightened with Mystryl's clarity. You gain proficiency in Wisdom (Insight) and Intelligence (Arcana) if you don’t already have it, and you have advantage on checks made with these skills.
Temporal Equilibrium: When the Eye of Time is active, you can channel Mystryl’s Order to create a zone of balanced time. As a bonus action, you can select a point you can see within 30 feet to create a Sphere of Equilibrium with a 10-foot radius. Creatures within this zone benefit from a sense of controlled time:
Harmonized Strikes: While in the Sphere, creatures you choose gain a +2 bonus to attack rolls, as Mystryl’s Order helps synchronize their movements perfectly. Defensive Synchrony: Creatures you choose within the Sphere gain a +2 bonus to AC and saving throws, as time flows more predictably around them, allowing them to anticipate attacks and harmful effects. The Sphere lasts for up to 1 minute or until you dismiss it (no action required). Once created, you cannot create the Sphere again until you reactivate the Eye of Time.
Future self[edit]
At 13th level as your mastery of time reaches closer to the peak of this world you can call upon a version of yourself from the future for a moment you gain the abilities and powers of your futureself
Lost Men in the river of Time[edit]
At 14th level river of time becomes your domain you can get inside or outside of it whenever you want once per long rest inside the river of time you can look into the future or the past to see events or manipulate it the do somethings your dm decides what happens
Eye of time Chronos[edit]
Chronos the first god of time when you reach the 15th level your eyes reach the upper limit a mortal can reach instead of 9 in the clock in your eye there is ᛞᛟᛗᛁᚾᚨᛏᛁᛟᚾ it means domination
you can cast time stop and you can damage the creatures in it
your spell save dc increases by 2
you can cast 2 spells in one action
your spells crits when target auto fails it or rolls one
Past Self[edit]
at 17th level as your mastery reaches the peak point you gain inspiration from one of your previous moves you now as you can gain the powers of your future self you can make other creatures to return their past self the creature you want makes a int saving throw against your spell save dc if they fail you can make them to turn one their past moments for example you met a lvl 20 fighter if he fails this then you can turn them to their 1 lvl self for a short moment
The Almighty[edit]
at 18th level you break the peak point of a mortal mage your eyes now has 3 pupils but the clock in your eye is destroyed now there is abys in your eyes river of time itself manifests into a coat around you now without need to use river of time you can see all possible futures through your eyes and choose one the future to become reality but you cant see all of it at least not yet your dm decides what happens
Ruler of Time[edit]
At 20th level your mastery over time suppressed all beings even the gods themselves you reached such a point that you know everything your eyes sees everything you know all the futures and past you became OMNİSCİENT the one who knows everything sees everything but that's not only it at the same time because your control of time is absolute you can be everywhere or anywhere anytime you want you became OMNİPRESENT but that's not it you know everything every spell every ability every power an you can learn them you bring forth that particular moment in time so that it happens whenever wherever you want (exp if there is a point in time that someone throws a nuke you can change when it happened breaking the time and make it happen whenever you want) yes through this through time through solving the biggest mystery you became OMNİPOTENT your dm decides what happens
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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