Master of time

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Eye of time Labelas[edit]

At 1st 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.

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.

1st turn you can add your int modifier to your spell dmg

2nd turn you gain +2 to your ac and +1 to your saving throws 3rd when you missed a attack roll you can reroll the dice when you reroll it result of this dice is at least 10

4th turn your spell save dc increases by 2

5th turn every attack roll made against you is at disadvantage and you can add your int modifier to your saving throws

6th turn your int modifier doubles

7th turn when you cast a spell using a spell slot you gain one level lower back


Temporal Awareness[edit]

Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

Glimpses of future[edit]

Starting at 2nd level , glimpses of the future begin to press in on your awareness. 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.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Casting Trough past or future[edit]

At 3rd 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 you can expand a meta magic points 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.


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.

Aura of Order You open a 30ft aura For the next minute, you and creatures you want 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.

Adapt with order in your aura you and your allies can gain resistance to one dmg type until the end of the combat.


Temporal Surge As a bonus action, you gain the ability to create brief temporal shifts. For the next minute, you or an ally within your aura may take one additional reaction or bonus action, symbolizing the bending of time to squeeze in extra actions. You can use this ability once per day.


Reversal of Fortunes your aura becomes 60 ft When an ally within your aura takes damage, you may use your reaction to rewind that event, causing the damage to reverse itself and the attacker to take it instead. This can be done once per turn, representing a powerful reflection of harm, deflecting it back through the fabric of time.

Order and Entropy creatures starts their turns in your aura must make a wisdom and constitution saving throw if they fail wisdom they get 1d10xyou wizard level old if they fail constitution saving throw their bodies starts to decay and their ac and stats gets lower for 1d4 for every turn the fail the saving throw


The Eye of Eternity

your aura becomes 120 ft you and allies roll all attacks, saving throws, and ability checks with triple advantage , and all enemies must roll with triple disadvantage

Order for eternity

your aura becomes 500ft every creature you choose that is inside the aura cant die whenever they die their bodies gets rewinded in the aura and they keep fighting this includes you too this effect lasts for 1 minute