Timeless Sorcerer (5e Class)

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Timeless Sorcerer[edit]

They were creating the universe, the whole of all existence. The question was, should they create as much as they could, how much even was that? They answer was that of infinity, the biggest number that can exist in and out of mortal perception. The self is a prison wich only we have escaped, a glass box which only we have seen through. The power to be the singular and the many; that is the true power of one who was touched by time.

To exist outside of time is a concept that deals little with others. You will not be dealing vast amounts of damage, or casting supreme spells from the heavens. But, you will fall, and you will rise again; without rest and without reward.

What Happened to You[edit]

You were touched by time itself, but how? Think about your past, but don't think about the concept of the past, or the concept of the future; those things have now abandoned you. A Timeless Sorcerer doesn't have a place in the timeline. The concept of time, to him, does not exist, because time refuses to acknowledge him.

So, you don't have a present, or a future, and you no longer have a past. You only have a story, a story of who you once were, and an idea of who you should be. You have an experience, of what gave you this blessing... or, this curse.

Creating a Timeless Sorcerer[edit]

Quick Build

You can make a Timeless 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 the Dungeoneer's kit

Class Features

As a Timeless Sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Timeless Sorcerer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Timeless Sorcerer level after 1st


Armor: Light
Weapons: Simple weapons, Martial Ranged Weapons, Shortswords
Tools: None
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:

Table: The Timeless Sorcerer

Level Proficiency
Features Grains of Sand Cantrips Known Spells Known
1st +2 The Eternal Cycle, The Curse, The Mirror 5 3 -
2nd +2 Limited Magic 10 3 2
3rd +2 Salvaged Time 15 3 3
4th +2 Ability Score Improvement 20 4 3
5th +3 Illogical Mirrors I 25 4 5
6th +3 Timeless Weaponry, Time Devours All I 30 4 5
7th +3 35 4 5
8th +3 Ability Score Improvement 40 5 5
9th +4 45 5 6
10th +4 Illogical Mirrors II, Time Devours All II 50 5 6
11th +4 55 5 7
12th +4 Ability Score Improvement 60 5 7
13th +5 65 5 8
14th +5 Terrifying Reflections, Time Devours All III 70 6 8
15th +5 Puppet Strings, Illogical Mirrors III 75 6 8
16th +5 Ability Score Improvement 80 6 8
17th +6 85 6 8
18th +6 Illogical Mirrors IV 90 6 8
19th +6 Ability Score Improvement 95 7 9
20th +6 Eternal Image 100 7 9

The Curse 1st Lvl[edit]

What wasn't shall be, and what should will not. You're dead, yet you're alive, and you're both, and youre neither; death is a material concept and the mind is immortal. While you have your mind, you'll have your life. Right now, you are weak and cannot take much power from the Eternal Cycle. But, as you grow in knowledge, you'll grow in ability. So, what is this all about - what is the price - the burden?

Time gave you an eternity, and the only price you shall pay is your life, along with a few accouterments. First, when you die, you do so instantly, no death saving throws, no revival, you turn to dust and float away. Secondly, you cannot take any features, whether good or bad, from your chosen race; the Timeless Sorcerer is as much a race as it is a class. Third, you can no longer attune to weapons of any magical means. Fourth, and finally, you cannot be healed by any means outside of a long rest. Neither magic nor potion work, you take your damage and then you die.

You can choose any race for your appearance, but it doesn't matter. You're a timeless being, both living and dead, an elemental not of fire or of ice, but of time itself. You have the physical characteristics of your chosen race, but in terms of features:

 Ability Score Increase. You get no bonuses from a racial ability score increase. Increase your wisdom by 2
 Age. You do not age naturally, and cannot be aged by magic or any other means.
 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 1st Lvl[edit]

You cannot die; you're already dead. Instead you disappear, but that's not as easy as it sounds. Once you fall to or below 0 hp, you die instantly; when this happens another "you" will appear in a place of your choice within a radius of 30 feet. This is both literally and figuratively you, a "you" from another timeline from an infinite amount of existing ones. Of course, this is not magic, this cannot be negated, and thus can never be avoided.

If there's no empty space within that 30ft radius, you'll appear in a nearby area at the DMs discretion. You appear with full HP, but your Grains of Sand will be the same number as when you had when you died. Your items will be still with 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, for the next minute, you get +1 AC due to dilated time, as well as advantage on your next attack.

You'll appear from a rift in time at a place you choose, and can act immediately; you'll have your body ready and at full functionality. Your wounds disappear, lost or destroyed limbs return; you'll have a completely new body. So, in both theory and in practice, you are immune to diseases, curses, permanent damage, or any other lasting effects upon your body and soul.

But, of course, all things come with a limit, and a price. You're here, and you are you, but stepping from the rift in time comes with a cost, you're not immortal after all.

As said before your mind is your most valuable thing, and its much more valuable than your body. Kill your mind, and it'll kill you, but how does one kill the mind of one unkillable? Well, the answer is simple, you can die a number of time equal to your proficiency per day, after that you lose 2 of wisdom in each time you die. If your Wisdom reaches 9 or below, you die - and can't come back. It is the end of the cycle, after all nothing is truly eternal.

When you finish a long rest you recover all of your lost Wisdom.

The Mirror 1st Lvl[edit]

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 become an estranged concept which even time itself does not have to obey. Time taught you as much as it wanted, and it taught the answer, but not the question. So, for now, you cannot bring along the original, only images and copies, and only because they are weak.

Yes, you can bring another original, but only when there's no one to be "it" so to speak. However, you still can bring in copies, unoriginals, and even being weak they still have many abilities of your own. Starting at 1st level, you can bring a Mirror Image out of their own timeline, into your own. They have their own minds, being exactly equal to yours; this means that they think the same and know everything you knew when you summoned them, but when they die their memories die as well.

Because of this, for the sake of helping the DM, you control all the Mirror Images because they think exactly as you do. The Mirror Images can have the same initiative as you or they can roll their own, DM's choice.

The Mirror Image appears from a portal within a radius of 20ft with your exact appearance and your HP from the previous turn, with all objects you were carrying. However, as it is merely a copy of the original, any magical enhancment or otherwise does not work. The weapons can be used by them as much as the armor can also protect them, but any item that came with the Mirror Image will evaporate if it loses contect with them.

For example, if a Mirror Image drops its mirrored weapon it will disappear, and cannot be recovered. They can attack normally, but any critical failures or successes will not count, and any static modifier will not be added to the damage or attack rolls. Mirrors cannot use high level evocation spells, only cantrips and spells up to second level.

Mirror Images are vulnerable to all types of physical and magical damage, and bleed just as you would. When they die, their bodies dissapear after 1d10 minutes, unlike your own.

The Mirror Images have access to your other spellcasting as you do; 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 spells. In addition, you and them use the same Grains of Sand, so one of them using spells will decrease the Grains of Sand you and all the other Mirror Images have.

To summon one Mirror Image you use 1 Grain of Sand, causing a minor timeline to be disrupted, and taking one action to summon one Mirror Image. Each Mirror Image can summon another one, with a similar set of restrictions for the Mirror Mirror Image. There's no limit on how long the Mirror Images will exist, however, for each Mirror Image you have summoned at the same time, your maximum amount of Grains of Sand decreases by 1; When the Mirror Images no longer exists, your maximum amount of Grains of Sand returns.

You can maintain, at same time, an amount of Mirror Images equal to your level + your wisdom modifier. You can make one or all of your Mirror Images die or disappear, if it is still alive, using a bonus action. You know when a Mirror Image dies, in what direction, and how far away, and vice versa with them.

Once your Mirror Image summons another Mirror Image, it will not be able to use it's action to summon another Mirror till its next turn. When the Mirror Image appears you must choose, or it will be able to use it's Action, and possible Bonus Action or Reaction.

Beginning at 10th level, The Original self can summon a Mirror Image on a Bonus Action, and as a Reaction at 15th level. At 15th level, a Mirror Image can summon another Mirror Image as a Bonus actions as well as an Action.

Limited Magic 2nd Lvl[edit]

What is magic? Well, every magical user knows it very well, and you do too, somewhat. Some hand waving and word spilling, a dance for the ages, or even just some music; magic is living, acting, seeing, being. Magic is life, and you dont have access to it, or the Weave. But... there is something you can do, and that's to do with the millions of falling Grains of Sand.

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 Grains of Sand to cast any spell you know. The amount of Grains of Sand you use is equal to the spell's level. But the meaning of limit is that, even if you can cast a large amount of spells before completing a long rest, you have very few options, seen below.

Level Spell Options Gained Maximum
Spell Level
1 Expeditious Retreat, Jump, Shield, Thunderwave, Mage Armor, Feather Fall, Guiding Bolt, Magic Missile 1st Level
3 Darkness, Misty Step, Invisibility, Levitate, See Invisibility, Hold Person, Mirror Image, Wrist Pocket 2nd Level
5 Haste, Counterspell, Fly, Blink, Thunder Step, dispel magic, Slow, Enemies Abound, Erupting Earth 3rd Level
7 Banishment, Dimension Door, Confusion, Divination, Fabricate 4th Level
9th Level Telekinesis, Teleportation Circle, Passwall, Wall of Force, Animate Objects, Far Step 5
11th Level True Seeing, Arcane Gate, Globe of Invulnerability, Chain Lightning, Scatter, Drawmij's Instant Summons, Disintegrate 6
13th Level Reverse Gravity, Teleport, Plane Shift, Simulacrum, Tether Essence, Force Cage, Dream of the Blue Veil 7
15th Level Antimagic Field, Demiplane, Clone, Feeblemind, Reality Break, Power Word Stun 8
17th Level Power Word Kill , Time Stop, Foresight, Time Ravage, Weird, Imprisonment, Invulnerability, Gate 9

6th, 7th, 8th and 9th level spells are greater spells, and each level of spell can only be cast once before you finish a long rest. Your cantrip list is the same as the Wizard; you can find it at the spell list section in the Player's Handbook, chapter 11.

SpellCasting Ability: Wisdom is your spellcasting ability for your Timeless Sorcerer spells, since your spells come from your knowledge of the question 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 Timeless Sorcerer spell you cast, and when making an attack roll with one. You don't need any components 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 Timeless Sorcerer table shows maximum amount of known spells you know. 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 Timeless Sorcerer spells you know and replace it with another spell from the Timeless Sorcerer spell options, which amust be of a spell option of a level you have access to.

You recover all of your Grains of Sand when you finish a long rest.

Ability Score Increase[edit]

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.

Salvaged Time Time 3rd Lvl[edit]

Starting at 3rd level, while you cannot change the flow of time for others, you can speed it up immensely for yourself. However, this is not entirely true, as you change not only your speed but your perception of reality. Your body passively gains +1 AC, +1 to attack and damage rolls, as well as dexterity saving throws, all due to your increased perception of time.

However there four other levels of time dialation, and you may choose between any of them with a bonus action. You can deactivate it using a reaction, but only during or after your turn in the round. You can use only one acceleration level at a time, and it's bonuses stack with the passive bonuses

Acceleration Bonuses
1st Gear You get a +2 bonus to attack and damage rolls and dexterity saving throws, a +10 to your base walking speed, and a +2 to your AC. This acceleration costs one Grain of Sand when you activate and lasts 2 turns.
2nd Gear You get a +2 bonus to attack and damage roll and dexterity saving throws, a +20 feet to your base walking speed and a +4 to your AC. This Acceleration costs one Grain of Sand when you activate, and at the beginning of each of your turns.
3rd Gear You roll with advantage and +3 all your attack and damage rolls and dexterity saving throws, a bonus of +30 feet to your base walking speed, and a bonus of +5 to your AC. This acceleration costs you 3 Grains of Sand and 10 HP when activated, and at the beginning of each of your turns.
4th Gear You get advantage, and +5 to your next attack and damage rolls and dexterity saving throws. In addition, your attack is instantly a critical upon hit. You have a bonus of +60 to your base walking speed. This only costs you ten Grains of Sand; however, at the end of your turn, your heart palpitates, and you die with zero HP.

To use any level of acceleration you first must have access to a spell level equal to it's acceleration number; so to use 4th level acceleration you'll need to have access to a 4th level spell, and 3rd spell level access to use the 3rd level Acceleration.

Illogical Mirrors 5th, 10th, 16th Lvl[edit]

Sometimes a Mirror Image comes back in an unexpected way. It was, after all, you at one point, dead and dying as you are and always will be, but It doesn't wnat that to happen. So, as it pleases, your body revives itself and out pops you, again and again and again. Well, if your original self was alive, what happens then? It becomes a Mirror Image of course, or does the Mirror Image become you?

There's a small chance of this happening anyways starting at 1st level. Whenever you die roll 1d20, on a 20 your corpse turns into an Original Mirror Image, you are still you, with full HP and all of its wounds healed. This Original Mirror Image doesn't count towards your maximum number of Mirror Images, does not decrease your maximum Grains of Sand, and has none of a Mirror Images weaknesses, having the same spellcasting, attacks, and all the workings you do; however, you can still make it disappear as you'd do with a normal Mirror Image.

But, starting at 5th level, you know how to deal with it and can almost do it intentionally. When you die, roll a flat 1d20, if it results in an 18 or more your dead body resurrects and becomes an Original Mirror Image with half of your maximum HP. If you rolled a 17 or below, it resurrects with a amount of HP equal to half of your level rounded down times your constitution modifier, (minimum of 1).

At 10th level you must roll a 16 or higher, and Original Mirror Images come with three fourths health. At 15th level you must roll a 12 or higher, and they come with full health. At will, any Original Mirror Images can become normal Mirror Images after 10th level. Your Original Mirror Images maximum number is two, so you cannot have more than two Original Mirror Images at same time, as they represent an un-granted future and past.

Also starting at 10th level, you may create one Original Mirror Image at will, costing twenty Grains of Sand. This also lowers the maximum Grains of Sand by ten, and the maximum amount of Mirror Images by four, while still taking up an Original Mirror Image slot. However, you may only have one Original Mirror Image out like this at once, any other attempts take your Grains of Sand and give you nothing in return. At the 15th level you can create up to 2 Original Mirror Images this way.

As a downside, Original Mirror Images created with Grains of Sand degenerate slowly, becoming normal Mirror Images after ten minutes. This increases to an hour at 15th level. After death or degeneration, all maximums are reset to normal.

Timeless Weaponry 6th Lvl[edit]

Starting at 1st level you can already have the two Timeless Weapons of your choosing, having the indestructible property, and ignoring Loading and/ or Ammo properties if ranged. However, this is all you get, and not nearly enough to qualify as it's own ability.

Starting at 6th level, the two Timeless Weapons at your disposal will be your main weapon, since you cannot establish a bond with any item. The only intrinsic value of a Timeless Weapon is that it does not pierce, it does not slash, it does not crush, maim, or maul. It envelops the enemy in time for but a moment, destroying everything within that area.

Time, in and of itself, has become your weapon. However, for ease of use, the damage type of the weapons you chose as Timeless Weapon becomes Force Damage, and they become magical for the purpose of ignoring any and all resistances and immunities. Any Mirror Images also have these weapons, and with all features, but they are still only copies.

Starting at 6th level, when you declare an attack action, you can Charge Time, increasing your weapons damage by 1d8+2 and using one Grain of Sand per charge, up to a maximum of Charge lvl 9. Between charges 6 and 9, this will count as a Greater Charge, and grant you advantage on the attack, and turn it into a critical if it hits. However, if the attach hits as a Greater Charge, this uses your spell use of a level equal to your Grains of Sand.


Everything after this point is still being worked on due to negligence on the original posters end. By Order of the Major Editor General, do not go further

Terrifying Reflections[edit]

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 10 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.

Puppets Strings[edit]

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.

Eternal Image[edit]

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.

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