Space-Time Wizard (5e Class)

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Spatiomancer[edit]

The controllers of space-time tissue. They have been blessed by some entity capable of performing their deeds and now possess one of the most dangerous types of spells. They have the ability to cast lots of spells before they get tired. This magic is designed to gain control of the battlefield, made to prevent enemies from reaching you. Although they have little HP, they can be considered tough characters because of their great abjuration. In addition, your eyes are your source of power, each representing the control over a property, that is, one represents time and the other the space. They are born with a mark, a symbol in their eyes instead of the pupil, being things like the drawing of a clock for exemple.

Creating a Spatiomancer[edit]

Think if your character always knew he had this power, and if so, how he used or avoided using it. If not, think about how such power was hidden from your character and how he reacted when he discovered it. Also think about how people reacted to his different power and eyes.

Quick Build

You can make a Spatiomancer quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Spatiomancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Spatiomancer level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Spatiomancer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Melee Weapons, Martial Ranged Weapons.
Tools: Medicine Kit or Alchemy kit
Saving Throws: Intelligence and Constitution
Skills: Choose three from Arcana, History, Insight, Insight, Perception and Investigation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A dungeoneer's pack or (b) An explorer's pack
  • (a) Alchemy Kit or (b) Medicine Kit
  • A Battle Robe
  • 2 simple weapons

Table: The Spatiomancer

Level Proficiency
Bonus
Magnetic Pulse Damage and Range Energy Points Maximum Level of Spells Cantrips Known Features Spells Known
1st +2 1d8 (5ft radius) 2 1 2 Energy Summoning 2
2nd +2 1d8 (5ft radius) 3 1 2 Might of the Eyes 3
3rd +2 1d8 (5ft radius) 5 2 2 Space Deflection, Eye Chosen 4
4th +2 1d8 (5ft radius) 6 2 2 Ability Score Improvement 5
5th +3 2d8 (10ft radius) 8 3 3 Space-Time Distortion 6
6th +3 2d8 (10ft radius) 9 3 3 Eye Chosen 7
7th +3 2d8 (10ft radius) 11 4 3 Gravity Levitation 8
8th +3 2d8 (10ft radius) 12 4 3 Ability Score Improvement 9
9th +4 2d8 (10ft radius) 14 5 4 Might of the Eyes 10
10th +4 2d8 (10ft radius) 15 5 4 Eye Chosen 11
11th +4 3d8 (15ft radius) 17 6 4 Planar Access 12
12th +4 3d8 (15ft radius) 18 6 4 Ability Score Improvement 13
13th +5 3d8 (15ft radius) 20 7 5 Absorption Time Shield 14
14th +5 3d8 (15ft radius) 21 7 5 Eye Chosen 15
15th +5 3d8 (15ft radius) 23 8 5 16
16th +5 3d8 (15ft radius) 24 8 5 Ability Score Improvement 17
17th +6 4d8 (20ft radius) 26 9 6 Meditation 18
18th +6 4d8 (20ft radius) 27 9 6 Diamond Mind 19
19th +6 4d8 (20ft radius) 29 9 6 Ability Score Improvement 20
20th +6 4d8 (20ft radius) 30 9 6 Black Hole All

Spellcasting[edit]

You have access to an innate control over time and space that grows as you increase your power. This allows you to cast spells, see the spell list of the space-time wizard later. Also, you can use your eyes as an arcane focus.

Energy Summoning[edit]

The Spatiomancer table shows how many Energy Points you have. The table also shows what the level of the spells which you can choose; Also shows how much Energy Points you use for your spell by each level. To cast one of your spells you must expend Energy Points. You regain all expended Energy Points when you finish a long rest. When you reach a new level, you can replace one spell of your spell list with other. You can use one spell and one cantrip per turn.

Spellcasting Ability[edit]

Intelligence is your spellcasting abilities for your Space-time Wizard spells, so you use your intelligence whenever a spell refers to your spellcasting ability and throw DC for a Spatiomancer spell you cast and Intelligence when making an attack roll with one.

Spell save DC:8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier: your proficiency bonus + your Intelligence modifier.

Unique Cantrip[edit]

Magnetic Pulse a unique cantrip only to the Spatiomancer has.

Starting at 1st level, You are granted a special cantrip that allows the user to emit a blast of magnetic energy. Choose a point within 120ft, every creature within a 5ft radius of that point must make a strength saving throw or take 1d8(2d8 at 5th 3d8 at 11th and 4d8 at 17th) force damage and be pushed 10ft in a direction of your choice

The damage and radius of this cantrip rises with level as shown on the table above

Ability Score Increase[edit]

When you reach the 4th, 8th, 12th, 16th, and 19th, 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.

Might of the Eyes[edit]

Starting at 2nd level, You have gained Blind sight out to a range of 10 feet and have a range of 60ft darkvision. If you already had darkvision increase the range by an additional 30ft. Your eyes protect your mind, you have advantage on saving throws against being charmed and resistance to psychic damage.

At 9th level your blindsight increases to 20ft and you gain truesight out to a range of 10ft. Additionally, you’re not dead nor alive, you recover any body part which you lost and any scar disappears when you finish a long rest. You have a timeless body and you do not age from the age of 20.

Space Deflection[edit]

Starting at 3rd level, You manipulate space around yourself causing enemy attacks aimed at you to miss more often. Your AC is equal to 10+ your intelligence modifier. At 6th level this is 13+ your intelligence. At 13th level your AC is equal to 13+ your intelligence modifier + half your proficiency bonus(rounded down).

Eye Chosen[edit]

Starting at 3rd level, you choose which eye you will focus on in your training and which you will use more.

Space-Time Distortion[edit]

Starting at 5th level. As an reaction you can spend 1 energy points to create a dark sphere around a creature within sight (unless they don't rely on light to see) forcing them to have disadvantage on their attack.

Gravity Levitation[edit]

Starting at 7th level, You are affected by your telekinesis unconsciously, so you can hover above the ground up to 5 feet ignoring difficult terrain, you're also immune to being knock prone.

Absorption Time Shield[edit]

Starting at 13th level, with a bonus action once on your round, you may spend 2 energy points to create a sphere of distorted time around you delaying the damage and effects that are done to you. All attacks until the start of your next turn are reduced by 1d6 + intelligence modifier. You can use it a number of times equal to your intelligence modifier before doing a long rest. The die increases to a 1d8 at level 15, and a d10 at level 17.

Reality Bubble[edit]

Starting at 15th level, you have resistance to force, thunder, non-magical bludgeoning, slashing and piercing damage. At 20th level you instead gain immunity to these damage types.

Meditation[edit]

Starting at 17th level, you can recover your Energy Points after a short rest.

Diamond Mind[edit]

Beginning at 18th level, your presence of mind to your surroundings and threats saves you from danger. You have proficiency in all saving throws. Additionally, you may use your reaction to reroll a failed saving throw and take the second result. You must finish a long rest before you can use this part of the feature again.

Black Hole[edit]

Starting at 20th level, you spend 20 Energy points, you can make a little catastrophic sphere, a black sphere appears in a place of your choice within 1 mile, all creatures within a radius of 200ft of the sphere must be successful on a constitution saving throw equal to 8 + intelligence modifier + proficiency bonus or will be pulled to the sphere and take 30d10+ your intelligence modifier of force damage to everything and everyone, on a successful save the creature will take half of the damage and will be pulled half of the distance. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. You can use it once before doing a long rest.

Eye of Fate[edit]

You have chosen your eye which controls fate.

Altered Fate

Starting at 3rd level, you are able to rewrite and change the events that are yet to take place ahead of you. When you finish a long rest, roll a d20 and record the numbers rolled. You can replace any attack roll, saving throw, ability check or Skill check made by you or a creature that you can see with one of the altered fate roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. You lose any unused altered fate rolls at the end of a long rest.

Foresight

Starting at 6th level , this feature activates just before battle and makes you see everything slowly, which allows you to roll your initiative with advantage. You can now choose to add your intelligence or dexterity modifier for your initiative bonus.

Distorted Chance

Starting at 10th level, you can spend 4 energy points, and use a reaction to reroll any DC saving throws with advantage. You can use it a number of times equal to your intelligence modifier. Once you use this feature up to your half your intelligence modifier amount of times(rounded down), you are unable to do so again until you finish a long rest.

Eternal Consequence

Starting at 14th level, With an action, you can spend 15 energy points, when activating this feature, it is able to reverse any action of a creature that has taken their turn within the last round returning back any damage, effects or deaths done as a result of this action. Once you use this feature you cannot use it again until you finish a long rest.

Eye of Space[edit]

You have chosen the eye which controls space.

Concentrated Reality Pulse

At 3rd level, As an action you can spend 2 Energy points to manipulate the space around a foe to generate a pulse around your enemy, making a spatial sphere explode on your enemy. The pulse deals double your magnetic pulse die + intelligence modifier of force damage, you don't need to see the target, you just need to know where it is. The creature must be successful on a strength saving throw or will be pushed up to 15ft away from you. On a success the creature isn't pushed and takes only half damage.

Evasive Teleportation

Starting at 6th level, you can spend 3 energy points as a reaction to being damaged you can to teleport up to a point within 10ft of you and take half of the damage instead. Additionally you can spend 2 energy points to cast the spell Misty Step.

Controlled Space

Starting at 10th level, You may use your action and spend 4 energy points to gain complete control of the surrounding around you. Within a 30ft radius of you the following effects apply:

  • Creatures of your choice in the area are resistant to thunder damage. If they are already resistant then this becomes immunity.
  • Creatures of your choice that starts it's turn in the area must succeed on a Strength saving throw. On a fail it receives 2d8 force damage and has disadvantage on it's attack rolls until the start of it's next turn. On a success it takes half damage and no other effects are applied
  • The area is difficult terrain for creatures of your choice.
  • Ranged attack rolls automatically miss if they pass in our out of the space.
  • As a bonus action you can make a creature roll a Constitution saving throw. On a fail it is moved to a point you choose within the space.

These benefits require concentration and last for 1 minute. You can do so a number of times equal to half your intelligence modifier(rounded down) before needing a long rest to do so again.

Space Bubble

Starting at 14th level, with an action, you can spend 9 energy points, to select a number of creatures up to your intelligence modifier that you can see, to gain resistance to: slashing, piercing and bludgeoning damage, thunder and force damage for 1 minute as a bubble of manipulated and distorted space forms around . Once you use this feature you are unable to use it again until you finish a long rest.

Spatiomancer Spell List[edit]

Cantrips

mage hand, mending, eldritch blast, guidance, truestrike, blade ward, resistance, true seeing, magic stone, prestidigitation, thaumaturgy, sapping sting.

1st Level (1 Energy Points) - You may only cast a 1st level spell this way 4 times before needing a long rest.

comprehend languages, identify, mage armor, detect magic, magnify gravity, expeditious retreat, gift of alacrity, magic missile, Eyes of Time, Railgun, Erase, jump, feather fall, longstrider.

2nd Level (2 Energy Points) - You may only cast a 2nd level spell this way 4 times before needing a long rest.

shatter, fortune's favor, wristpocket, locate object, gust of wind, web, see invisibility, knock, , immovable object, levitate, rope trick, spider climb, pass without trace, arcane lock, borrowed knowledge, detect thoughts, find traps, mind spike, locate animals or plants.

3rd Level (3 Energy Points) - You may only cast a 3rd level spell this way 4 times before needing a long rest.

blink, magic circle, tongues, counterspell, nondetection, dispel magic, tiny hut, protection from energy, remove curse, fly, gaseous form, glyph of warding, pulse wave, haste, slow, water breathing, water walk, clairvoyance.

4th Level (4 Energy Points) - You may only cast a 4th level spell this way 3 times before needing a long rest.

banishment, arcane eye, hallucinatory terrain, locate creature, gravity sinkhole, private sanctum, fabricate, dimension door, greater invisibility, locate creature, divination.

5th Level (5 Energy Points) - You may only cast a 5th level spell this way twice before needing a long rest.

animate objects, teleportation circle, telekinesis, temporal shunt, passwall, planar binding, antilife shell, commune, contact other plane, legend's lore, scrying.

6th level (6 Energy Points) - You may only cast a 6th level spell this way once before needing a long rest.

wind walk, move earth, disintegrate, gravity fissure, globe of invulnerability, create homunculus, tenser's transformation, globe of invulnerability, platinum shield,find the path, true seeing.

7th level (7 Energy Points) - You may only cast a 7th level spell this way once before needing a long rest.

reverse gravity, prismatic spray, teleport, plane shift, tether essence, etherealness, sequester, wristpocket .

8th level (8 Energy Points) - You may only cast a 8th level spell this way once before needing a long rest.

antimagic field, earthquake, sunburst, demiplane, telepathy, dark star, reality break, control weather, glibness, mind blank.

9th level (9 Energy Points) - You may only cast a 9th level spell this way once before needing a long rest.

imprisonment, wish, ravenous void, time ravage, invulnerability, prismatic wall, time stop, foresight.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Space-time Wizard class, you must meet these prerequisites: you need to have the eyes of space and time, also needs 16 of intelligence and 14 of wisdom.


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