Temporal Arcanist (5e Subclass)

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Inspiration is from Time Mages from Final Fantasy, https://finalfantasy.fandom.com/wiki/Time_Mage

Temporal Arcanist.png

Prerequisites:[edit]

This subclass must be multiclassed into from one of the following:

  • Wizard (School of Conjuration)
  • Sorcerer (Wild Magic)
  • Cleric (Knowledge Domain)

Temporal Arcanist[edit]

Temporal Arcanists are masters of time’s currents, weaving moments into powerful spells. These enigmatic wizards manipulate time to hasten allies, unravel fate, and glimpse the future. However, meddling with time’s flow takes its toll, leaving practitioners out of sync with the world around them.

Whispered legends call them Chronomancers or Time Mages. Their presence distorts time; clocks may tick in reverse, and the flow of seconds seems slightly off. Their gaze often seems distant, as if seeing multiple futures unfolding at once.

Their attire reflects their connection to time. Adorned with symbols like clocks, hourglasses, and cogs, their clothing serves as both decoration and tool. Enchanted timepieces tick in harmony with their magic, and many wear pendants shaped like clocks with erratic hands. These artifacts help them track multiple timelines and stay grounded in reality. Their robes may subtly warp, as though bending time itself.

For Temporal Arcanists, these peculiarities are not just for show—they’re vital to navigating the tangled web of time.

Temporal Insight[edit]

At 2nd level, your understanding of time grants you glimpses of the immediate future. When you finish a long rest, roll a d20 and record the result. Once before your next long rest, when you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can replace the roll with your recorded result.

Additionally, you learn either Frostbite or Minor Illusion cantrip, which counts as a wizard spell for you but doesn’t count against your number of cantrips known.

Additional Spells[edit]

At certain levels, you automatically learn the following spells. These spells don’t count against your spells prepared:

Time Mage Spell List
Level Spells
2nd Feather Fall, Mage Armor
4th Blur, Time Stop
6th Haste, Slow
8th True Seeing, Time Ravage
10th Teleport, Temporal Shunt

Echoes of Time[edit]

At 6th level, your spells ripple through time, leaving afterimages of their effects. When you cast a spell of 1st level or higher that targets a single creature, you can choose to create a temporal echo. The echo lasts until the end of your next turn. If the creature fails its next saving throw or takes damage from your spells before the echo fades, the echo triggers, repeating the spell’s effect on the same target without expending an additional spell slot. The repeated effect requires a new attack roll or saving throw if the original spell required one. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses when you finish a long rest.

Temporal Shift[edit]

At 10th level, you can momentarily displace yourself from the normal flow of time. When you are hit by an attack or forced to make a saving throw that would result in taking damage, or when you are targeted by an area-of-effect spell, you can use your reaction to briefly phase out of time. You teleport up to 30 feet to an unoccupied space you can see, and gain resistance to all damage until the start of your next turn.

Once you use this feature, you cannot use it again until you finish a short rest.

Master of Moments[edit]

At 14th level, your command of time reaches its pinnacle. When you cast a spell that requires concentration, you can use a bonus action to freeze its duration for up to 1 minute. While frozen, the spell’s effects remain active, but its duration does not count down. You cannot concentrate on another spell during this time, and you must still make concentration checks when taking damage. If you fail a concentration check, the spell’s duration resumes counting down as normal.

Additionally, you can accelerate your spells, casting a spell with a casting time of 1 action as a bonus action once per long rest.

Finally, you are no longer affected by magical aging, and you can choose to appear up to 10 years older or younger whenever you complete a long rest.

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