Space-Time Wizard (5e Class)
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- 1 Spatiomancer
- 2 Spellcasting
- 2.1 Energy Summoning
- 2.2 Spellcasting Ability
- 2.3 Unique Cantrip
- 2.4 Time Delay
- 2.5 Eye of Fate
- 2.6 Eye of Space
- 2.7 Spatiomancer Spell List
- 2.8 Multiclassing
The controllers of space-time tissue. They have been blessed by some entity capable of performing their deeds and now possess one of the most dangerous types of spells. They have the ability to cast lots of spells before they get tired. This magic is designed to gain control of the battlefield, made to prevent enemies from reaching you. Although they have little HP, they can be considered tough characters because of their great abjuration. In addition, your eyes are your source of power, each representing the control over a property, that is, one represents time and the other the space. They are born with a mark, a symbol in their eyes instead of the pupil, being things like the drawing of a clock for exemple.
Creating a Spatiomancer
Think if your character always knew he had this power, and if so, how he used or avoided using it. If not, think about how such power was hidden from your character and how he reacted when he discovered it. Also think about how people reacted to his different power and eyes.
- Quick Build
You can make a Spatiomancer quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.
As a Spatiomancer you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Melee Weapons, Martial Ranged Weapons.
Tools: Medicine Kit or Alchemy kit
Saving Throws: Intelligence and Constitution
Skills: Choose three from Arcana, History, Insight, and Investigation.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dungeoneer's pack or (b) An explorer's pack
- (a) Alchemy Kit or (b) Medicine Kit
- A Battle Robe
- 2 simple weapons
|Magnetic Pulse Damage and Range||Energy Points||Maximum Level of Spells||Cantrips Known||Features||Spells Known|
|1st||+2||1d8 (5ft radius)||4||1||4||Might of the Eyes, Energy Summoning||2|
|2nd||+2||1d8 (5ft radius)||8||1||4||Reality Impulse, Reality Repulsion, Reality Pulse||3|
|3rd||+2||1d8 (5ft radius)||12||2||4||Meditation, Eye Chosen||4|
|4th||+2||1d8 (5ft radius)||16||2||5||Ability Score Improvement||5|
|5th||+3||2d8 (10ft radius)||20||3||5||Space Deflection, Space-Time Distortion||6|
|6th||+3||2d8 (10ft radius)||24||3||5||Little Catastrophic, Gravity Levitation||7|
|7th||+3||2d8 (10ft radius)||28||4||5||Eye Chosen||8|
|8th||+3||2d8 (10ft radius)||32||4||5||Ability Score Improvement||9|
|9th||+4||2d8 (10ft radius)||36||5||5||Absorption Time Shield||10|
|10th||+4||2d8 (10ft radius)||40||5||6||Destiny Control||10|
|11th||+4||3d8 (15ft radius)||45||6||6||Planar Access||11|
|12th||+4||3d8 (15ft radius)||50||6||6||Ability Score Improvement, , Destiny Control||11|
|13th||+5||3d8 (15ft radius)||55||7||6||Catastrophic||12|
|14th||+5||3d8 (15ft radius)||60||7||6||Eye Chosen||12|
|15th||+5||3d8 (15ft radius)||65||8||6||—||13|
|16th||+5||3d8 (15ft radius)||70||8||6||Ability Score Improvement||13|
|17th||+6||4d8 (20ft radius)||75||9||6||Time Delay||14|
|18th||+6||4d8 (20ft radius)||80||9||6||—||14|
|19th||+6||4d8 (20ft radius)||90||9||6||Ability Score Improvement||15|
|20th||+6||4d8 (20ft radius)||100||9||6||Planetary Catastrophic Annihilation, Eye Chosen||15|
You have access to an innate control over time and space that grows as you increase your power. This allows you to cast spells, see the spell list of the space-time wizard later. Also, you can use your eyes as an arcane focus. Your spells however are nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
The Spatiomancer table shows how many Energy Points you have. The table also shows what the level of the spells which you can choose; Also shows how much Energy Points you use for your spell by each level. To cast one of your spells you must expend Energy Points. You regain all expended Energy Points when you finish a long rest. When you reach a new level, you can replace one spell of your spell list with other. You can use one spell and one cantrip per turn.
Intelligence is your spellcasting abilities for your Space-time Wizard spells, so you use your intelligence whenever a spell refers to your spellcasting ability and throw DC for a Spatiomancer spell you cast and Intelligence when making an attack roll with one.
Magnetic Pulse a unique cantrip only to the Spatiomancer has.
Starting at 1st level, You are granted a special cantrip that allows the user to emit a blast of magnetic energy. Choose a point within 120ft, every creature within a 5ft radius of that point must make a strength saving throw or take 1d6 force damage and be pushed 10ft in a direction of your choice
The damage and radius of this cantrip rises with level as shown on the table above
Ability Score Increase
When you reach the 4th, 8th, 12th, 16th, and 19th, 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.
Might of the Eyes
Your eyes protect your mind, you have advantage on saving throws against being charmed and resistance to psychic damage.
Additionally, you’re not dead nor alive, you recover any body part which you lost and any scar disappears when you finish a long rest. You have a timeless body and you do not age from the age of 20. In addition, you cannot be blinded or have your vision blocked by magic.
The eyes which have been given to you provide power.
Starting at 1st level, You can see in dim light and dark within 60 feet as it was full light. Finally, your intelligence increases by 1. Your maximum value for this scores is now 21.
Starting at 3th level, your power grows, so, your increase your intelligence by 1. Your maximum value for this scores is now 22.You gain truesight up to 10ft.
Starting at 5th level, Your skills improve, you gain Proficiency in a skill of your choice. Also, you increase your intelligence by 1, your maximum for this score is 23.
Starting at 7th level, you're mind gets more power, so you increase your intelligence by 1.Your maximum value for this score is now 24.
Starting at 10th level you have an extremely powerful mind, you can now talk to anyone you see using your mind. Also your intelligence increases by 1, also, now your maximum for this score is now 25.
Starting at 12th level you have trained your mind and eyes, your intelligence increases by 1, also, now your maximum for this score is 26. Stating at 14th level you have mastered your mind, your intelligence increases by 1, also, now your maximum for this score is 27.
Starting at 16th level, you have full control of your powers and mind, your intelligence increases by 1, also, now your maximum for this score is 28.
At 2nd level, As an action you can spend 2 Energy points to manipulate the space around a foe to generate a pulse around your enemy, making a spatial sphere explode on your enemy. The pulse deals 2d6 + intelligence modifier of force damage, you don't need to see the target, you just need to know where it is. The creature must be successful on a strength saving throw or will be pushed up to 15ft and to take half damage. The damage grows as you reach new levels past level 8, as you can see it in the Space-time Wizard table.
Starting at 2nd level, As an action, you create an invisible explosion of concentrated gravity in a radius around you all creatures within the 15ft radius must make a successful dexterity saving throw against your spell DC or be pushed 15ft away from you and dealing the same damage as magnetic pulse. On a successful saving throw, the creature is still pushed 15ft but takes no damage. You may use this ability a number of times equal to your intelligence Modifier, regaining charges equal to 1/2 your Space-Time Wizard rounded down every time you enter combat. Starting at 5th level you can pull instead of pushing with this ability. Starting at 10th level, you start the battle with 2 extra uses of reality repulsion. And 4 at 12th level, in addition to the radius and push range are increased to 30ft.
Starting at 2nd level you gain telekinesis, with an action you can push or pull a creature or object to any direction a maximum of distance of 40ft, the distance rises to 60ft at 6th level and 80ft at 10th level. Not willing creatures must make a strength saving throw, on a failed save, the creature is moved half the distance you're able to and has their movement speed reduced to 10ft and takes 1d6 force damage, if successful the creature still has their movement reduced to 10ft. You can spend 1 energy point per creature to effect an additional creature, up to a maximum equal your intelligence modifier +1. Willing creatures are moved the total distance without receiving damage.
You have telekinesis,you can move objects with your mind, make any intelligence check instead of a strength check. In addition, you can lift or carry everything using your intelligence instead of your strength. Beginning at 4th level you can lift or carry twice the weight you would be able, and three times at 8th level and four times at 14th level. You can use it with the same range of magnetic impulsion.
Starting at 5th level you use your telekinesis as bonus action and you can hurl objects with intent to attack as if using your hands but instead using your mind. You can use this ability to use weapons normally. Your attack roll is Your intelligence modifier + your proficiency + magical weapon modifier (if it has one) (You use your intelligence in damage rolls).
Starting at 3rd level , this feature activates just before battle and makes you see everything slowly, which allows you to roll your initiative with advantage.
Starting at 3rd level, you choose which eye you will focus on in your training and which you will use more.
Starting at 5th level. As an reaction you can spend 1 energy points to create a dark sphere around a creature within sight (unless they don't rely on light to see) forcing them to have disadvantage on their attack.
Starting at 5th level, You manipulate space around yourself causing enemy attacks aimed at you to miss more often. Your AC is equal to 10+ your intelligence modifier.
Starting at 6th level, you can spend 5 Energy points, you can make a black sphere appear in a place of your choice within 20ft, all creatures and objects within a radius of 30ft of the sphere, must successfully pass a constitution saving throw or be pulled to the sphere and take 7d4 + your intelligence modifier*2 of force damage, on a successful save the creature will take half damage and be pulled half of the distance. You can use this feature once per long rest. The number of usages of this ability is shared with the other "catastrophic" abilities, is a unique number of uses.
Starting at 6th level, You are affected by your telekinesis unconsciously, so you can float up to 2ft ignoring difficult terrain, you're also inmune to being knock prone . Starting at 8th level you don't have a height limit for 30 seconds (counts as flying) if you spend 2 energy points. Your floating speed is equal to your movement speed + intelligence modifier. Starting at 10th level you can float up to 4ft and 6ft at 14th level. If you exceed this height, you will fall slowly until you are at a height which you can float.
Absorption Time Shield
Starting at 9th level, with a free action once on your round, it costs 2 energy to use this ability, you create a sphere of distorted time around you, which will decrease damage of all attacks for 1 round, 2d8 + intelligence modifier, you decrease the damage by the result. You can use it a number of times equal to your intelligence modifier before doing a long rest. The die increases by 1d8 at level 12, and an additional 1d8 at level 16.
Starting at 10th level, your eyes can control Destiny itself, so, after every long rest, roll 2d20, you can substitute any d20 roll with results obtained, forcing reality to change according to your desire, unfolding the world to the new Destiny. This can only be used once per long rest. You roll the dice again after another long rest, replacing the results obtained in the previous long rest. Starting at 15th level, you have 3d20.
Starting at 11th level, You can perform a ritual to shift yourself and up to 8 willing creatures you can see to the Astral plane, them return in the spaces you all occupied when you use this feature, with no time having passed in the world. You all will gain the benefits of a short rest. You can use this once before doing a long rest. Starting at 14th level, you can use this feature twice before doing a long rest.
Starting at 13th level, you spend 13 Energy points, you can make a catastrophic sphere, a black sphere appears in a place of your choice within 60ft, all creatures within a radius of 30ft of the sphere must be successful on a constitution saving throw equal to 8 + intelligence modifie ,or be pulled to the sphere and take 10d6+ your intelligence modifier of force damage to everything and everyone, on a successful save the creature will take half of the damage and will be pulled half of the distance. You can use this ability to deal damage once before doing a long rest, or use without dealing damage a number of times equal to your intelligence modifier using 3 energy points. The number of usages of this ability is shared with the other "catastrophic" abilities, is a unique number of uses.
Starting at 17th level, you can recover half of your Energy Points after a short rest.
Beginning at 17th level, your presence of mind to your surroundings and threats saves you from danger. You have proficiency in all saving throws. Additionally, you may use your reaction to reroll a failed saving throw and take the second result. You must finish a long rest before you can use this part of the feature again.
Planetary Catastrophic Annihilation
Starting at 20th level, you spend 20 Energy points, you can make a little catastrophic sphere, a black sphere appears in a place of your choice within 1 mile, all creatures within a radius of 600ft of the sphere must be successful on a constitution saving throw equal to 8 + intelligence modifier + proficiency bonus or will be pulled to the sphere and take 30d10+ your intelligence modifier of force damage to everything and everyone, on a successful save the creature will take half of the damage and will be pulled half of the distance. You can use it once before doing a long rest.
Eye of Fate
You have chosen your eye which controls fate.
- Altered Fate
Starting at 3rd level, by spending 4 energy points, as a bonus action, you reroll an attack roll, you can use this feature twice before doing a short rest. You can recover these points a maximum of twice before doing a long rest.
- Distorted Chance
Starting at 7th level, you can spend 5 energy points, and use a reaction to reroll any DC saving throws with advantage. You can use it a number of times equal to your intelligence modifier.
- Nullified Effect
Starting at 14th level, With a bonus action you can spend 7 energy points, you can choose any opponent's attack to roll with a disadvantage, if successfully hit, the opponent's damage will be halved. You can use this feature a number equal to your intelligence modifier before doing a long rest.
- Eternal Consequence
Starting at 18th level, With an action, you can spend 12 energy points, when activating this feature, it is able to reverse any actions within the previous 2 turns before you and must that take place around you by 60ft radius in order to be any effect. When you use this ability, you gain one level of exhaustion.
Eye of Space
You have chosen the eye which controls space.
- Control Wave of Destruction
Starting at 3rd level, as your bonus action cause your enemies to see their demise causing all creatures to automatically fail on your magnetic pulse or reality impulse saving throw, you can use This feature once before doing a long rest.
- Evasive Teleportation
Starting at 7th level, you can spend 2 energy points and use a reaction to teleport within a radius of 30ft. You teleport instantly.
Starting at 14th level, With an reaction, you can reverse gravity causing all incoming projectiles to be reflected ,spending 3 energy points per projectile. You can use this feature a number equal to your intelligence modifier before doing a long rest.
- Expansive Destruction
Starting at 18th level, with an action, you can spend 12 energy points, when activating this feature, opponents within a 60ft radius of you must take 8d12 of force damage and be thrown outside of the 60ft radius by a minimum of 1ft, which results in landing in a prone position. You can use this feature once before doing a long rest.
Spatiomancer Spell List
Chronobleed,Accelerate/Decelerate, Bolt of Time, Eldritch Legerdemain, Fitzgeralts' Inverse Mender, Mage Fist, mage hand, mending, Paradox Rift, Voidbolt, Unhinged Willpower, eldritch blast, Claws of the Dragon, Wyrd Reconstruction
- 1st Level (2 Energy Points)
- 2nd Level (3 Energy Points)
- 3rd Level (4 Energy Points)
- 4th Level (6 Energy Points)
banishment, arcane eye, hallucinatory terrain, locate creature, stoneskin, faithful hound, private sanctum, conjure minor elementals, dimension door, greater invisibility, No U, Rusting Grasp, Steal Voice, Blood Rain.
- 5th Level (7 Energy Points)
- 6th level (9 Energy Points)
- 7th level (10 Energy Points)
- 8th level (11 Energy Points)
- 9th level (13 Energy Points)
Prerequisites. To qualify for multiclassing into the Space-time Wizard class, you must meet these prerequisites: you need to have the eyes of space and time, also needs 16 of intelligence and 14 of wisdom.