Time Bender (5e Subclass)
Time Bender[edit]
Wizard Subclass
Masters of time and fate, time benders are wizards able to use the weave to control time. When they change fate, they can destroy the possibilities of an alternative timeline and use the broken pieces of that alternate reality to create time shards, which they use to further control this powerful magic. Time benders usually learn this power in order to influence important events, and push history to the direction that correspond to their objectives: for either good or nefarious purposes.
- Time Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Time Bender spell into your spellbook is halved.
Time Bender spells are shown in the list at the end of this subclass description. The spells on that list are considered Wizard spells for you, even if they normally aren't.
- Pieces of Time
Starting at 2nd level, you can collect pieces of time, called Chrono Shards. Whenever you cast a Time Bender spell that requires a spell slot, you collect 1 Chrono Shard. You can use Chronoshards in the following manners:
- When concentrating on a spell, you can spend 1 Chrono Shard to extend the duration of a spell until the end of your next turn.
- When you cast a Time Bender spell that deals damage, you can increase the damage in one damage die per Chrono shard spent.
- On your first turn of combat, you can spend a number of Chronoshards equal to the level of the spell, to cast that spell as a bonus action.
- You can cast a Time Bender Spell by spending a number of Chronoshards equal to the level of the spell. You can't do it again until you complete a long rest.
The maximum amount of Chronoshards you can have equal your Intelligence modifier (minimum of 1). You lose all your Chronoshards when you complete a short or a long rest.
- Temporal Toll
Starting at 6th level, whenever you cause damage an enemy using a Time Bender spell that costs spell slots, the creature must succeed on a Constitution saving throw against your spell save DC, or ages 5 years, plus 5 per level of the spell.
If this causes the creature to age past its racial limit, that creature dies instantly.
- Times Eye
You can predict an attack made against and potentially avoid it. Also at 6th level, whenever you are hit by an attack you are able to see, you can make an Intelligence saving throw as a reaction. The save DC is equal to the reduce of the attack. If you succeed the save, the attack misses.
- Ether Connection
As a Time Bender, you have a substantial connection to the time-space continuum, which you can use to continuously provide nourishment. At 10th level, you no longer need to eat or drink or sleep to feel well rested; as long as you are out of combat and don't engage in extremely strenuous activities for at least 8 hours you continually feel well rested and gain all of it's benefits.
- Twisted Fate
Starting at 14th level, you can change the fate of a creature. When a creature makes an ability check, attack roll or saving throw, you can cause it to succeed or miss. You must make this choice before the creature makes the roll.
Once you use this ability, roll a d4, and you suffer that amount in levels of exhaustion and you can't use it again until you finish a long rest.
Time Bender Spells[edit]
- Cantrips
aging bolt, blade ward, blink, guidance, message, quicken, syvlanism
- 1st Level
anti-static shield, delay, detect evil and good, detect magic, dissonance field, expeditious retreat, identify, feather fall, find familiar, jump
- 2nd Level
blur, dispel magic, locate animals or plants, reverse wounds, wither
- 3rd Level
clairvoyance, haste, revivify, slow, syncopate
- 4th Level
divination, hold entity, genetic reshuffle
- 5th Level
- 6th Level
- 7th Level
- 8th Level
- 9th Level
foresight, shattering threads, time stop
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