Timeless Sorcerer (5e Class)
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- 1 Aleph-Zero Sorcerer
- 1.1 What Happened to You
- 1.2 Creating a Aleph-Zero Sorcerer
- 1.3 Class Features
They were creating the universe, the whole existence. How should they create as many as they can? They answer is the infinity, the biggest number that can exist. Myself is a prison wich only we have escaped; we aren't one, we abandoned the only one existence to be the total of me. The power to be one, and many; that's the true power of who was touched by the time. They have little damage, but are one of the most difficulty classes to kill, not because they are tough, but because they fall and rise.
What Happened to You
You were touched by the time, but how? Think about your past, but don't think about the concept of past, or the concept of future; those things abandoned you. An Aleph-Zero Sorcerer doesn't have a place in the timeline. He's out of time, and out of the time, because to it, he doesn't even exist. So you don't have time, you only have a story, a story about what happened to you to be this way, and how you had the attention from the god of time for him to give you such a power... or curse.
Creating a Aleph-Zero Sorcerer
- Quick Build
You can make a Aleph-Zero Sorcerer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity then Constitution. Second, choose the Sage background. Third, choose Dungeoneer's kit
As a Aleph-Zero Sorcerer you gain the following class features.
- Hit Points
Weapons: Simple weapons, Martial Ranged Weapons, Shortswords
Saving Throws: Wisdom, Charisma
Skills: choose any 3 from Acrobatics, Stealth, Arcana, Insight, Investigation, History, Persuasion, Deception, Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Dungeoneer's Pack or (b) A Scholar's Pack
- (a) Two daggers or (b) A quarterstaff
- (a) leather armor or (b) padded armor
- If you are using starting wealth, you have 3d4x10 in funds.
|Features||Time Points||Cantrips Known||Spells Known|
|1st||+2||The Eternal Cycle, The Curse, The Mirror||4||3||-|
|4th||+2||Ability Score Improvement||18||4||3|
|8th||+3||Ability Score Improvement||38||4||5|
|10th||+4||Illogical Mirror (Upgraded)||48||5||6|
|12th||+4||Ability Score Improvement||58||5||7|
|16th||+5||Ability Score Improvement||78||5||8|
|19th||+6||Ability Score Improvement||94||5||8|
|20th||+6||The Eternal Mirror||98||5||8|
What wasn't shall be, and what should will not. You're dead,you're alive and you're in both situations; death is a matter concept and the mind is immortal. While you have your mind, you'll have your life. Now you're weak and cannot take the full power from the eternal cycle, but as you grow in understanding about the time you'll face the real meaning of immortality; but how about the price? How about - the curse?
The god of time gave you eternity, and the only price you shall pay is your life. First of all when you fall you instantly die, so you'll not have die roll. Secondly you cannot take features from any race or do multiclassing; a Aleph-Zero Sorcerer already is a race as it is a class. Also you'll not be able to create bonds with any magical item, because you don't have any life to be bonded. And finally, your life is gone, and has not meaning healing you; you cannot be healed by any sort of magic, and you do not have hit dices.
You can choose any race for your appearance, but it doesn't matter. You're a timeless being, a timeless cycle. You're a undead since your body shouldn't be alive, and you're a elemental, cause as there are elementals of fire or water, you're a elemental of time; and you have all the characteristics from the race you've chosen; but as features you have:
Ability Score Increase. You get no bonuses from race ability score increase. Age. You do not age, being naturally or by magic. Also your shape cannot be changed. Speed Your base walking speed is 30 feet. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray Language You can speak, read, and write Common, Primordial and two extra languages of your choice.
The Eternal Cycle
You cannot die; you're already dead. Instead, you can desappear, but that's not easy. Once you fall with 0 or less hp, you "die" instantly; when this happens another "you" will appear in any place you remember and of your choice within a radius of 30 feet. This is literally you, and have all your memories; it's a "you" from another time from the infinity amount of existing ones; and that's not magic, just something that normal minds cannot understand - including you, and because of this cannot be avoided. And if there's no empty space within that radius you'll appear in any nearer place of the DM's choice. It appears with full HP, but your Time Points will be the same as you had when you died. Your items will be still in your corpse but you must choose a set of simple clothes to always be in you, even if you were not wearing them when you died; those were the clothes you were wearing when you lost your life. In addition, you get +1 AC due to your different perception of time.
You'll appear from a portal on the place you chose, and can act immediately; you'll have your body at full functions; wound desappears, lost or destroyed members (even from long time ago) returns; you'll have a completely new body, so, in practice you are kind of immune to diseases, curses, permanent damage, etc. Actually, you're on a position of advantage when coming from the portal; in your next attack, if it happens within 12 seconds ,you'll have advantage. You don't remember how was the dimension you came out from the portal; but doesn't matter, cause it's you, and you are it; but, as you'll see, there's a limit, you're not immortal after all.
As said before your mind is your most valuable thing, even more than your body. Kill your mind, and it'll kill you; how? As you die you find a way of coming back from another time and dimension to resurrect, but it slowly destroys your mind and lead you to craziness; you can die a number of time equal to your proficiency a day, after that you lose 2 of wisdom in each time you die; if your wisdom's value reaches 9 or less you die - and can't come back; it is the end - of the cycle; after all, nothing is eternal. When you finish a long rest you recover of all your wisdom you lost.
What - is - magic? Well, every magical caster knows it well, and you too. Some hand shaking, a dance or just some music; magic is living, acting, seeing, being; magic - is life. Sorry, but you do not have it, you can not access the Weave; but there's something you can do... Even the time's god can do some magic without any problem, so why'd he not give you this little gift as well?
As a "spellcaster" you can use cantrips of course, and you can choose from the sorcerer's cantrip list; You can see how many cantrips you know in the "known cantrips" column in class features. However you don't have any spell slot, and instead use Time Points to cast it any spell you know. The amount of Time Points you use is equal to the spell's level. But - the meaning of limit is that - even if you can cast a nice amount of spells before doing a long rest, you have little options; wich ones are showed below.
|Level||Spell Options Gained||Maximum |
|1||Expeditious Retreat, Jump, Shield, Thunderwave, Mage Armor||1|
|3||Darkness, Misty Step, Invisibility, Levitate, See Invisibility||2|
|5||Haste, Counterspell, Fly, Blink, Thunder Step, dispel magic||3|
|7||Banishment, Dimension Door||4|
|9||Telekinesis, Teleportation Circle, Passwall, Wall of Force||5|
|11||True Seeing, Arcane Gate, Globe of Invulnerability, Chain Lightning||6|
|13||Reverse Gravity, Teleport, Plane Shift, Simulacrum||7|
|15||Antimagic Field, Demiplane||8|
|17||Power Word Kill , Time Stop||9|
6th, 7th, 8th and 9th level spells are greater spells, and each level can only be casted once before you finishing a long rest. Your cantrip list is the same as the wizard class; you can find it at the spell list at the Player's Handbook's chapter 11.
SpellCasting Ability: Wisdom is your spellcasting ability for your Aleph-Zero Sorcerer spells, Since your spells come from your knowledge of the answer that cannot be spoken. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a Aleph-Zero Sorcerer spell you cast and when making an attack roll with one. You don't need any component to cast your spells.
|Spell save DC = 8 + your proficiency bonus + your wisdom modifier|
|Spell attack modifier = your proficiency bonus + your wisdom modifier|
The Known Spells column of the Aleph-Zero Sorcerer table shows your maximum amount of known spells. Each of these spells must be of a level for which you have access according to the Spell Options table.
Additionally, when you gain a level in this class, you can choose one of the Aleph-Zero sorcerer spells you know and replace it with another spell from the Aleph-Zero sorcerer spell options, which also must be of a spell option of a level you have access.
You recover all your Time Points when you finish a long rest.
The mirror, that's the answer; but we don't know the question. Here cause and effect do not necessarily have an order; future, past and present becomes a simple concept wich the god of time really don't need to obey, and it taugh you as much as it want; and he taugh the answer, not the question, and for now you cannot bring more of you, the original, only some copies from the past and future, never the present, and that's because they are weak.
Yes, you can bring another original, but only when there's no one to be it. However you still can bring unoriginals, and even they being weak they still have many abilities of yours. Starting at 1st level you can bring the mirrors out of the times and use them; they have their own minds, even being exactly equal to yours; this means that they think the same and know everything you was knowing when you summoned them, and when they die their memories die as well; because of this for the sake of helping the DM you control all the mirrors just because they think exactly as you. The mirrors can have the same iniciative as you or they can roll their own (DM's choice).
The mirror appears from a portal within a radius of 20ft with your exact appearance and life points from the last turn, with all objects you were carrying; however as it are merely copies if it has any magical property this will not work. The weapons can be used by them as the armor can also protect, but any item that came with the mirror will evaporate if lose contect with it; for exemple, if a mirror drops it's mirrored weapon it will desappear, and cannot be recovered. They can normally attack, but any critical failure or success will not count, and any static modifier (even if it is a spell) will not be added to the damage rolls. Mirrors cannot use evocation spells, only cantrips. Also, all the mirrors are vulnerable to all sorts of damages, and this cannot avoided in any way. The mirrors bleed as you, as it has a normal human body; however, after being killed, it's corpse will evaporate after about 1d10 minutes.
The mirrors have access to your spallcasting as they are you; but they're still weaker, and as result they have the maximum level of spells they can use equal half rounded down of yours (minimum 1); for exemple, if you can cast level 5 spells, they will be able to cast up to level 2 ones. In addition, you and them use the same Time Points, so one of them using spells will decrease the Time Points of you and all the other mirrors.
To summon one mirror you use 1 time point as it costs one timeline to be destroyed; and it takes one action to summon one mirror; and each mirror can summon another. There's no limit of how much time the mirrors will exist; however, for each mirror you have summoned at the same time your maximum amount of time points decreases by 1; When the mirror no longer exists - your maximum amount of time points returns. You can maintain at same time an amount of mirrors equal to your level + your wisdom modifier. Also, you can make one or all of your mirrors to die or desappear if it is still alive using a bonus action. Also, you know when a mirror dies or falls unconscious, and the mirror knows when this happens to you too, and both of you know the direction this happened.
Once your mirror summons another mirror it'll not be able to use it's action to summon another mirror till it's next turn. When the mirror appears you must choose: or it'll be able to use it's action or it'll be able to use a possible bonus action and a reaction.
Beginning at 3rd level, the original one can summon a mirror using also a bonus action, becoming possible to summon two mirrors at the same time.
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.
Starting at 3rd level, you cannot change the time's flow, as it is against your properties it'd a sacrilege to you; or the time flows, or it stops. However that's not tottaly true; actually exists one way of doing this, and it's by not changing the time itself, but your perception of it, and as it changes the very basic of your body while you do this you'll suffer. Your body already has a different time perception, it'll passively give a bonus of +10ft to your base walking speed, +1 to your AC and a bonus of +1 to your dexterity saving throws; this affects your mirrors and happens thanks to your more accurate "timing". However there are other 4 levels of time perceptions, and you can choose any of them when using the Acceleration with one bonus action; and you can deactivate it using a reaction, but only during or after your turn in the round. You can use only one acceleration at a time, and it's bonuses stack with the passive ones.
|1st||You get a +1 bonus to attack and damage rolls (using weapons) and dexterity saving throws, a +10 feet to your base walking speed and a +2 to your AC. This acceleration costs 1 time point when you activate and lasts 2 turns.|
|2nd||You get a +2 bonus to attack and damage rolls (using weapons) and dexterity saving throws, a +20 feet to your base walking speed and a +4 to your AC. This Acceleration costs 1 time points when you activate and at the beggining of each of your turns.|
|3rd||You roll with advantage and +2 all your attack rolls and dexterity saving throws; also you get a +2 bonus to all your damage rolls using weapons, a bonus of +30 feet to your base walking speed and a bonus of +5 to your AC. This acceleration costs you 3 Time Points and HP when activated and at the beginning of each of your turns.|
|4th||When using a weapon you get advantage and +5 to your next attack roll; you get advantage and a +5 to your dexterity saving throws; also you get a +5 bonus to your next damage roll; in addition, if your attack hits it'll be a critical hit. You have a bonus of +60 feet to your base walking speed. This costs you 5 Time Points; however, at the end or your turn your heart explodes and you fall with 0 HP.|
To use a acceleration you first must have access to a spell level equal to it's acceleration number; so to use 4th acceleration you'll need to have access to a 4th level spell option and 3rd spell level access to use the 3rd Acceleration.
Sometimes the mirror answers in a unexpected way; you're dead, but your unhuman body doesn't want to; so, as it can, time reverts death and your body resurrects; however, you're alive, because you came out with a new "you"; but what happens if your old self is alive? Well, it becomes a mirror, and it's you... or you are - it? Doesn't matter, after all, you were dead right from the beginning.
There's a tiny chance of this happening, and for this, starting at 1st level roll 1d20; in a 20 your dead body becomes an original mirror and resurrects with all it's properties, however with its HP from the last turn before you die (end of the turn) but without its wounds. This mirror doesn't count on your mirrors maximum, do not decrease your maximum Time Points and has no mirror weakinesses, having the same abilities, spell maximum level, no vulnerability from the mirror characteristics, it's attacks can result in critical rolls and can have advantage in attack rolls; you can make it desappear as you'd do with a normal mirror.
Starting at 5th level you know how to deal with it and do it intentionally. When you die, roll a 1d20, if it results on 18 or more your dead body resurrects and becomes a mirror with the HP that you were one turn (end of the turn) before dieing; if not, it resurrects with a amount of HP equal to half of your level (rounded down) times your constitution modifier; and - if you want, you can choose to "fail" on the roll. The minimum result for getting a mirror when you die decreases to 14 at 9th level and becomes unnecessary at 10th level. Also starting at 10th level your dead body recovers all it's HP when becomes a mirror. After hour this mirror will become a complete one, losing all of it's special properties as "original", so it'll also cause you to suffer -1 of penalty to your maximum Time Points equal to others common mirrors. Your original mirrors maximum number is 2, so you cannot have more than 2 original mirrors at same time, as they represent future and past.
Also starting at 5th level you can create one original mirror using 3 time points and having a -3 time points limit penalty and -4 at the maximum number of mirror you can have at same time (also counts towards the original mirrors maximum number). However you can only at same time have one original mirror created this way and must wait it to die before creating another one; in addition, it'll not decay to a normal one. At the 6th level you can create up to 2 mirrors this way, and starting at 18th level you no longer have a limit of haw many original mirrors you can created and have at same time.
Starting at 1st level you can already have the three timeless weapons; however of all the properties and abilities described below it'll have only the infinite ammunition if it is a ranged weapon, and will be indestructible. Also starting at 1st level you can with a bonus action or an action teleport one of your timeless weapons to your hand, even if it is on another plane of existence.
A timeless weapon is indestructible weapon wich is not in the timelines. For the reality they don't even exist and only you can use them; they can be of any appereance you want, and you only need to choose the statistics of a weapon of your choice which you are proficient with. For to choose a weapon, see page 149 in Player's Handbook; pick a statistic and a shape; for exemple, the statistics from a longbow can be represented as a musket and a halberd as a long scythe. You can also talk to your DM, so maybe you can, instead of it, create a unique weapon.
Starting at 6th level, the Timeless Weapon will be your main weapon since you cannot establish a bond with any item; the only one inherent property of the Timeless weapon it's the damage type. As a weapon it doesn't pierce, slice or crush; it accelerates the entropy of everything it hits, decaying the existance itself. Once the attack hits, everything begins to evaporate as it's materials are decomposed. The damage type of the weapon you chose as timeless weapon becomes force damage, and if it is a ranged weapon it'll have infinite ammunition as it shoots pure time, and not a projectile. You can have up to 3 Timeless weapons. Also, all your mirrors will be able to use your Timeless Weapons (still mirror copies, though) with all their properties.
Starting at 6st level, when you declare an attack action, you can use the Charged Time; as a bonus action you can spend an amount of time points up to your biggest spellslot level value; for each time point spent you add 1d8+2 of force damage to your attack. 6, 7, 8, and 9 Time Points and the attack becomes a Greater Attack; the attack will have 3 advantages in the attack roll even if it is done by a mirror; however, it'll count as a use of spell level limit from your Limited Magic as the same amount of Time Points you used; for exemple, if you use 6 time points, you'll not be able to use a level 6 spell till you finishing a long rest, however you can still use 7, 8 or 9 if you have access to them as spell levels, but this ones will suffer the same effect when they are used.
And don't forget; time - devours - everything. And it's not different for the magic; your weapon can devour a another weapon and adquire it's properties. In a nutshell, if your weapon devours a magical weapon, it'll gain any bonuses to attack and damage rolls it had, for exemple, if it was giving a +1 to attack and damage rolls, or +2 to attack rolls and nothing to damage rolls, your weapon will have this property too. Actually, even effects can be devoured, but this depends on compatibility of your weapon and the one it is trying to devour (The DM decides). Once you devour another weapon, your Timeless weapon will change this way:
If the bonus to attack or damage is smaller than the previous one, the previous one prevails; if any of them is bigger, this bigger prevails; so, the bonuses of your timeless weapons never become smaller, but at same time need a stronger weapon to become bigger. IF you devour an item with a different ability, the previous one will be lost; however, you can choose to not devour the abilities and only the bonuses to attack and damage.
Once your weapon devours another item, this item will loose anything you've devoured. To devour an item you must finish a long rest with it.
The mirror is a dimension of terror and pure suffering; or not... the truth is that no one knows. Even you aren't allowed to see the mirror and those who see it only recover their mental health once what they saw were forgotten; and that's why no one knows what is there. But you can show it to anyone using some extra time points to open and maintain the portal while you allow to be seen what's there; but those who are more powerful than you cannot see it, because you cannot create such a vision.
Starting at 14th level you can drive someone to craziness; by spending 5 Time Points you can show the Mirror in plenitude to one target that must success in a wisdom saving throw DC 12 +your proficiency +your wisdom modifier or it will become crazy; during 1 min the creature will be paralyzed till the memories are erased from it's mind; the creature can repeat the test at the end of your turn, forgetting what has seen and ceasing to be paralyzed. A creature it's immune to this effect if it's character level or challenge number is higher than your level, or if the creature can't think or see.
Starting at 15th level, the original can summon mirrors using reactions; and the mirrors can summon other mirrors using a bonus actions. Also you'll know everything your mirrors know and vice-versa, as they now are connected to you. You also can, with a bonus action, swap places with any mirror you can see.
The Eternal Mirror
Starting at 20th level, the mirror is one with you; now - when a mirror dies it will almost be a original, resurrecting as would happen to you. Once a mirror dies it comes back from a portal from anywhere you choose within the same radius from your eternal cycle; however, a mirror can only resurrect two times before definitly dieing.