Tempus (5e Class)
From D&D Wiki
A Tempus is a mage who has unlocked the secrets of time manipulation, whether through study, forbidden knowledge, or innately knowing how.
Creating a Tempus
|Source: Wakfu by Ankama|
- Quick Build
As a Tempus you gain the following class features.
- Hit Points
Armor: Tempus Wraps
Weapons: Daggers, javelins, spears, lances, light hammers, longswords, rapiers, scimitars, shortswords, warhammers, light crossbows, shortbows, hand crossbows
Tools: Tinker's Tools
Saving Throws: Charisma, Constitution
Skills: Choose two skills from Acrobatics, Arcana, Intimidation, History, Insight, Intimidation, Perception, Religion, Slight of Hand, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) lance or (b) two simple weapons
- (a) light crossbow and 40 bolts or (b) hand crossbow and 20 bolts or (c) shortbow and 40 arrows
- (a) diplomat's pack or (b) explorer's pack or (c) scholar's pack
- tinker's tools
- If you are using starting wealth, you have 3d8x10 in funds.
|Time Points||Cantrips Known||Features||—Spell Slots per Spell Level—|
|1st||+2||-||3||Tempus Wraps, Tempus Focus, Spellcasting||2||—||—||—||—||—||—||—||—|
|2nd||+2||2||3||Time Points, Chronoshift||3||—||—||—||—||—||—||—||—|
|4th||+2||4||4||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|8th||+3||8||4||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|10th||+4||10||5||Mend & Maim||4||3||3||3||2||—||—||—||—|
|12th||+4||12||5||Ability Score Improvement, Desynchronization||4||3||3||3||2||1||—||—||—|
|16th||+5||16||5||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||19||5||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
Your Tempus Wraps allow you to use your Tempus magic whilst protecting you from harm. These wraps take place of your armour, and give you an AC equal to 11 + your Charisma modifier. Should you loose these wraps or break them, you can make more by buying 50gp of silk in a strip and infuse them with your magic over a short or long rest.
Your Tempus Focus is what you use to cast your spells and cantrips. The Tempus Focus can come in different shapes, such as an hourglass, watch, clock hand, or other items related to time. Should you lose your Tempus Focus you can create a new one with 20gp of materials and your Tinker's Tools over a short or long rest.
When you reach 1st level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Cantrips. At 1st level, you know three cantrips of your choice from the Tempus spell list. You learn additional Tempus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tempus table.
- Spell Slots. The Tempus Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Preparing and Casting Spells. The Tempus table shows how many spell slots you have to cast your Tempus spells. To cast one of your Tempus spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Tempus spells that are available for you to cast, choosing from the Tempus spell list. When you do so, choose a number of Tempus spells equal to your Charisma modifier + your Tempus level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Tempus , you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Tempus spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- The Spells Known column of the Tempus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- Whenever you gain a level in this class, you can replace one of the Tempus spells you know with another spell of your choice from the Tempus spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + Charisma modifier
- Spell attack modifier = your proficiency bonus + Charisma modifier
At 2nd level you gain access to Time Points, which represent the amount of power you have to alter time. As you progress through this class you will gain more Time Points as is shown on your Tempus table. When you spend a Time Point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Time Points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Time Points.
Also at 2nd level you gain the ability to slightly alter small sections of time, allowing an ally's weapon to swing faster or an enemy to slow down enough to miss. When you or another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 Time Points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Once you reach 3rd level your body has become distorted by time, you no longer need to eat, sleep, or breathe and you cannot be aged naturally or magically. At 10th level you can alter your body's age over a short or long rest.
Ability Score Increase
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.
At 5th level your ability to alter time grows, you're now capable of speeding up or slowing down time for yourself or others. Using 3 Time Points, you can cast haste or slow as an action. Additionally, when using Chronoshift on a target under the affects of your haste or slow spells, you roll the dice with advantage.
At 6th level you learn to travel through time and appear somewhere else. Using 4 Time Points you can cast blink or misty step. When using this to cast blink, rather than entering the Ethereal Plane, you enter your own dimension of altered time. You can also spend 2 Time Points as a bonus action to teleport to a location you previously occupied within the last minute and can increase the time by 1 minute per additional Time Point spent.
Starting at 7th level your time altering power grows further, allowing you better manipulation of time. You can use your bonus action to briefly stop time until the end of your turn, applying the same restrictions as the time stop spell. Alternatively you can choose to step out of, or forward in time, disappearing for a number of rounds of your choice (to a maximum equal to your proficiency modifier) and reappearing afterwards on your turn, if the space is occupied you appear on the closest space adjacent to it.
Mend & Maim
Starting at 10th level you learn to apply your temporal manipulation to life force, allowing you the ability of repairing wounds or aging flesh. Using 2 Time Points you can heal a creature 1d10 hit points or make a melee spell attack against a creature, on a hit you deal 1d10 necrotic damage. You can increase the amount of dice by 1d10 per additional Time Point used.
Once at 12th level you've learned to desynchronize yourself with time in order to cause an afterimage to attack shortly after you. Once on each of your turns when you hit a creature with a melee spell or weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 16th level, the extra damage increases to 2d8. Additionally you can use 5 Time Points to gain an additional action.
Starting at 14th level you learn to revert someone's time, causing their actions to be undone, leaving the rest of time untouched. As a reaction you can spend 10 Time Points to cause a creature's turn to be undone, placing them to the area they started their turn, and undoing any spells cast, damage dealt or taken. The creature then takes its turn as if it had not went. Once you've used this feature you cannot use it again until you complete a short or long rest.
By 18th level your control over time extends over the world. You learn the spell time stop, and when you cast it, its duration cannot be ended early by any means. Any melee attacks will automatically hit, and the receiving creature will only react after the spell ends. Any spells you cast on a creature besides yourself initially have no effect, but will activate once time resumes. Any objects you interact with will move normally while you are in contact with them, before stopping immediately once you let go. The objects retain any momentum or other effects once time resumes.
In addition, you may briefly stop time even without the use of a spell slot. As a reaction on anything's turn (including yours) you may stop time for a single turn, which you will take immediately after activating the ability. This can be done in the middle of another creature's action, interrupting it and forcing them to finish whatever they are doing after time resumes. If you are interrupting an attack made against you, you may stop time after the roll is made, but before a hit is declared. After time resumes, you suffer 5d12 necrotic damage. This damage ignores resistances and immunities.
Finally, at 20th level your mastery over the flow of time keeps you in a constant state of distorted time. You gain resistance gain bludgeoning, slashing, piercing, and force damage. As a reaction you can cause an melee or spell attack made against you to be done with disadvantage, or you can gain advantage on a saving throw against an attack or spell. Additionally any hostile creature within 5 feet of you takes 4d4 force damage at the start of their turn or when they pass within range.
Tempus Spell List
- 1st Level
absorb element, alarm, arcane weapon, armor of agathys, catapult, chaos bolt, chromatic orb, color spray, command, detect magic, disguise self, earth tremor, expeditious retreat, faerie fire, false life, feather fall, guiding bolt, hunter's mark, identify, inflict wounds, jump, longstrider, mage armor, magic missile, shield, silent image, sleep, floating disk, thunderwave, unseen servant, witch bolt, zephyr strike
- 2nd Level
aid, alter self, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, Earthbind, enhance ability, enlarge/reduce, enthrall, gentle repose, heat metal, hold person, invisibility, knock, lesser restoration, levitate, locate object, magic weapon, mind spike, mirror image, misty step, pass without trace, phantasmal force, ray of enfeeblement, rope trick, see invisibility, shadow blade, shatter, silence, spider climb, spiritual weapon, suggestion, warding bond
- 3rd Level
animate dead, bestow curse, blink, clairvoyance, conjure barrage, counterspell, daylight, dispel magic, elemental weapon, erupting earth, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, tiny hut, Life Transferance, lightning bolt, magic circle, major image, Melf's minute meteors, nondetection, plant growth, remove curse, revivify, sending, sleet storm, slow, Thunder Step, Tiny Servant, vampiric touch
- 4th Level
arcane eye, banishment, blight, compulsion, confusion, death ward, dimension door, Elemental Bane, fabricate, freedom of movement, greater invisibility, hallucinatory terrain, ice storm, locate creature, private sanctum, phantasmal killer, polymorph, resilient sphere, secret chest, shadow of moil, sickening radiance, storm sphere
- 5th Level
animate objects, awaken, banishing smite, bigby's hand, circle of power, cone of cold, Conjure Volley, contact other plane, contagion, creation, danse macabre, dawn, destructive wave, enervation, far step, geas, greater restoration, hold monster, immolation, legend lore, mislead, modify memory, negative energy flood, passwall, planar binding, raise dead, scrying, seeming, skill empowerment, steel wind strike, Synaptic Static, telekinesis, telepathic bond, teleportation circle, transmute rock
- 6th Level
arcane gate, blade barrier, bones of the earth, chain lightning, circle of death, contingency, create homunculus, create undead, disintegrate, Drawmij's instant summons, eyebite, find the path, flesh to stone, forbiddance, freezing sphere, globe of invulnerability, guards and wards, magic jar, mass suggestion, mental prison, planar ally, primordial ward, programmed illusion, scatter, soul cage, tenser's transformation, true seeing, word of recall
- 7th Level
crown of stars, delayed blast fireball, etherealness, finger of death, fire storm, forcecage, mirage arcane, plane shift, power word pain, project image, regenerate, resurrection, reverse gravity, sequester, simulacrum, symbol, teleport, whirlwind
- 8th Level
- 9th Level
Prerequisites. To qualify for multiclassing into the Tempus class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the Tempus class, you gain the following proficiencies: Tempus Wraps, Tinker's Tools