Space-Time Wizard Variant (5e Class)
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- 1 Space-Time Wizard Variant, The Heir
- 2 Spellcasting
- 2.1 Spellcasting Ability
- 2.2 The Power Of Desire
- 2.2.1 Your Spellbook
- 2.2.2 Might Of The Eyes
- 2.2.3 Bending The Dream
- 2.2.4 Time Dilation
- 2.2.5 Meditation
- 2.2.6 Chosen Eye
- 2.2.7 Time Delay
- 2.2.8 Ability Score Increase
- 2.2.9 Spacial Distortion
- 2.2.10 Little Catastrophe
- 2.2.11 Time Shield
- 2.2.12 Gravity Levitation
- 2.2.13 Planar Access
- 2.2.14 Catastrophe
- 2.2.15 Destiny Control
- 2.2.16 The Pupil's Crown
- 2.2.17 Disastrous Catastrophe
- 2.3 Eye Of Fate
- 2.4 Eye Of Reality
- 2.5 Spatiomancer Spell List
- 2.6 Multiclassing
Space-Time Wizard Variant, The Heir
The heir of the Demiurge, those who have been blessed, somehow, with the ability to manipulate space and time, and now control some of the most dangerous powers in the multiverse. They seemingly have the ability to cast lots of spells before they get tired. Though this is a falsity, because their abilities don't use magic. Your power comes from your eyes which have been granted the power to see either space or time, and each manipulate one as if it were all a dream, and you the dreamer.
Creating An Heir
To make a Space-Time Heir first think about how you got your powers. Were you simply born with them, or were you granted them by an entity of power? Think about if you already knew about these powers, and if so, how you avoided using them until now. If not, think about how these powers were hidden away from you, and how you reacted when you discovered that you had them. Also, consider how other people have reacted to your strange eyes. Do people know what you are? Are your eyes a mystery to common people? How much fear does seeing your eyes cause? Lastly, consider, how many others have this power, and what is stopping you from all of it for yourself?
- Quick Build
You can make a Space-Time Heir quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.
As a Space-Time Heir you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Melee Weapons, All 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) 2 Simple Weapons or (b) Any Ranged Weapon
|Will Points||Maximum Level of Spells||Cantrips Known||Spells Known||Features|
|1st||+2||4||1||4||2||The Power of Desire, Might of the Eyes|
|2nd||+2||8||1||4||3||Time Dilation, Bending the Dream|
|3rd||+2||12||2||4||4||Meditation, Chosen Eye, Time Delay|
|4th||+2||16||2||5||5||Ability Score Improvement|
|8th||+3||32||4||5||9||Ability Score Improvement|
|12th||+4||50||6||6||11||Ability Score Improvement|
|13th||+5||55||7||6||12||Catastrophe, Destiny Control|
|16th||+5||70||8||6||13||Ability Score Improvement|
|17th||+6||75||9||6||14||The Pupil's Crown|
|19th||+6||90||9||6||15||Ability Score Improvement|
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 heir later. Also, your eyes are considered an arcane focus. Your spells are also considered nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
Intelligence is your spellcasting ability for your Space-time Heir spells, so you use your intelligence whenever a spell refers to your spellcasting abilities and saving throw DC for any spell you cast. You also use Intelligence when making an attack roll with a spell.
The Power Of Desire
Starting at first level you have gained the ability to force reality to do your bidding. Through the power of desire, you can force the dream others know as reality to bend to your will. The Space-Time Heir table shows how many Will Points you have and what levels of spell you may use. You use spell slots like a normal wizard would do but to cast one of your Space-Time Wizard spells you must expend Will Points. You regain all expended Will Points whenever you finish a long rest. Each time you gain a Space-Time Heir level, you can add two Wizard spells or two Space-Time Wizard of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook"). You can use one spell and one cantrip maximum per turn, as well as using your Intelligence modifier instead of Constitution for concentration rolls.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. A spellbook doesn't contain cantrips.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Might Of The Eyes
Your power manifests itself through your eyes, changing them. One eye represents Time while the other represents Space (Usually a symbol appears in place of irises to represent this). Your eyes, as the main source of your powers, do not just let you affect the world at large, but also protect your mind from the effects of other creature's powers and spells.
You are immune to being charmed and gain resistance to psychic damage. In addition, you cannot be blinded or have your vision blocked by magic.
Your body is considered neither dead nor alive. Your power over space causes you to regenerate any lost body parts and major scars whenever you finish a long rest. Your power over time causes you to not age past the age of twenty, and to be immune to magical and natural aging.
Starting at 1st level, You have gained truesight for 10 feet and can see in dim light and darkness within 60 feet of you as if it was full light this is doubled if your race naturally has darkvision.
Starting at 4th level your power grows stronger. Your Intelligence increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 6th level your skills have rapidly improved. Your Intelligence increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 10th level you have an extremely powerful mind. You can now use telepathy to talk to anyone you have seen using your mind you can also stop others from talking to you telepathically if you wish.
Starting at 12th level you have trained your mind and eyes to be even stronger. Your Wisdom increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Stating at 14th level you have mastered your mind, but not your eyes. Your Wisdom increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 16th level you have almost full control of your powers. Your Constitution increases by 2. As normal, you can't increase an ability score above 20 using this feature.
Bending The Dream
Starting at 2nd level you may spend 4 Will Points as an action in order to manipulate space, up to 10 ft away, within your view into an object of your desires. You may create any object you have seen so long as it is no larger than 3 ft on a side, and weighs no more than 10 pounds. The created objects form is nonmagical, and the object seems to glow, visibly radiating a dim light out to five feet away. In addition, the object disappears after one hour, if it takes any damage, or upon you creating a new object.
Starting at 2nd level, as a bonus action, once per turn, you may choose to manipulate the time around a foe to generate a significant time difference. You may choose a creature within 120 ft of you that you can see, and reduce it's movement speed by 20 ft. You may do this a number of times equal to your Intelligence modifier, regaining all uses upon completing a long rest.
Starting at level 3, you can recover one-quarter of your Will Points after a short rest.
Starting at 3rd level, you choose which eye you will focus on in your training and which you will use more, evolving it into one of two advanced forms The Eye of Reality, or The Eye of Fate.
Starting at 3rd level, you see everything slowly allowing you to roll your initiative with advantage. You may use this feature a number of times equal to your proficiency bonus before you must complete a long rest.
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.
Starting at 5th level. As an reaction you may spend 10 Will Points to create a temporary sphere of distortion around a creature within sight forcing a single attack against them to miss.
Starting at 6th level you may spend 12 Will Points to collapse time and space into a small area creating a black sphere in a place of your choice within 30ft of you. all creatures and objects within a radius of 30ft of the sphere, that are able, must make a Constitution saving throw against your spell save DC, and on a failed save be pulled to the sphere and take 4d6 + your Intelligence modifier force damage. On a successful save the creature will take half of the damage and not be pulled to the center. This feature shares it's use with the other two catastrophe features, meaning that any of the three may be used once before you must complete a long rest.
Starting at 13th level you may choose up to your intelligence modifier number of creatures to ignore the effects of this ability, and you are immune to it.
Starting at 9th level, as a reaction you may spend 18 Will Points to create a sphere of distorted time around you. This sphere will decrease the damage of all attacks against you by 2d8 + Intelligence modifier until the start of your next turn. You may use this feature a number of times equal to your Intelligence modifier before needing to complete a long rest. The die increases by 1d8 at level 12(3d8), and an additional 1d8 at level 16(4d8).
Starting at 10th level, as a bonus action, you can control the gravity around you, so you can float up to 5 ft above the ground ignoring difficult terrain. You may also spend 20 Will Points to remove the height limitations for 5 turns. Your floating speed is equal to your movement speed + intelligence modifier. If you exceed this height you will fall as if under the effects of feather fall. This levitation lasts for 1 minute, or until dismissed.
Starting at 14th level you can float up to 10 ft off the ground, and it lasts for 5 minutes, or until dismissed.
Starting at 11th level, you can do a ritual that allows you to travel to one of the echoes of the Material. That ritual requires 10 minutes and you need to spend 25 Will Points at the end of it. After that, you and up to four voluntary creatures who are holding hands in a circle, are sent to Fey wilds or to the Shadowfell, you choose. You and your companions appear in the same place or in a vacant space nearer to where you were in the Material Plane, but in the parallel plane chosen, and remain in that plane for up to 1 hour. after the time to run out, or when you use an action for such, you are immediately sent to the Material Plane in a vortex that leaves everyone stunned until the end of the next turn of each person. For 25 more Will Points, you may remain for another hour in the chosen parallel plane. After you use this feature, you must complete a long rest to use it again. Starting at level 14, you can use this feature twice before you must complete a long rest.
Starting at 13th level, you may spend 28 Will Points as an action to collapse space and time into a full-fledged catastrophe orb. A black sphere appears in a place of your choice within 60 ft of you, and all creatures within a radius of 30 ft of the sphere must make a Constitution saving throw against a DC of 8 + your Intelligence modifier, and on a failed saving throw are pulled to the sphere and take 12d6 + your Intelligence modifier force damage. On a successful saving throw, the creature will take half of the damage and not be pulled to the center. This feature shares it's use with the other two catastrophe features, meaning that any of the three may be used once before you must complete a long rest.
Starting at 20th level you may choose up to your intelligence modifier number of creatures to ignore the effects of this ability, and you are immune to it.
Starting at 13th level your eyes can control destiny itself, so every time you complete a long rest, you may roll 1d4. Record what you rolled. With this 1d4 you can add this to any attack roll, saving throw, or ability check made by you or a creature that you can see altering yours or their destiny. You lose the unused dice roll after completing a long rest, totally replacing the results obtained in the previous long rest with the new ones.
You force reality to change, the moment you desire, the world unfolds to the new destiny. Starting at 15th level, you have 2d4 to use for this feature.
The Pupil's Crown
Beginning at 17th level your powers have manifested in a strange new way, an interesting change in your eyes. A ring has formed surrounding your eye's symbols. You gain proficiency in Wisdom saving throws, and you may spend 20 Will Points to reroll a saving throw with advantage once using this feature. You regain this feature after completing a long rest.
Starting at 20th level you may spend 50 Will Points to make space and time collapse into a sphere of catastrophe. A black sphere appears in a place of your choice within 1 mile, all creatures within a radius of 40ft of the sphere must make a Constitution saving throw against a DC equal to 8 + Intelligence modifier + proficiency bonus, and on a failed saving throw are pulled to the sphere and take 20d6 + your Intelligence modifier force damage. On a successful saving throw, the creature will take half of the damage and not be pulled to the center. This feature shares it's use with the other two catastrophe features, meaning that any of the three may be used once before you must complete a long rest.
You are not immune to the effects of this ability, and cannot designate creatures to ignore its effects with you.
Eye Of Fate
You have chosen your eye which controls time. Having taken this path it is now known as the eye of fate, gaining a deeper color while your eye of space seems to fade a little bit.
- Altered Fate
Starting at 3rd level, by spending 6 Will 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 14 Will 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 30 Will 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 you must complete a long rest.
- Crown of Fate
Starting at 18th level you may spend 50 Will Points as an action to repel all nearby enemies. All creatures of your choice within a 60 ft radius centered on you must make a Constitution saving throw, and on a failed saving throw take 3d10 force damage and are thrown outside of the 60ft radius and knocked prone. On a successful saving throw, they take half damage and are thrown outside, but not knocked prone. You must complete a long rest in order to use this feature again.
Eye Of Reality
You have chosen your eye which controls space. Having taken this path it is now known as the eye of reality, gaining a deeper color while your eye of time seems to fade a little bit.
- Spacial Deflection
Starting at 3rd level your armor class is 13 + your Intelligence modifier.
- Evasive Teleportation
Starting at 7th level, you can spend 14 Will Points as a reaction to teleport up to 15 ft away. You can use this feature a number of times equal to your Intelligence modifier.
- Anti-Gravity Deflection
Starting at 14th level, With a reaction, you can spend 30 Will Points, you can reverse gravity causing all incoming missiles to be reflected. You can use this feature a number equal to your Intelligence modifier before doing a long rest.
- Crown of Reality
Starting at 18th level you may spend 50 Will Points as a reaction to immediately take another turn. After completing this extra turn combat returns to its normal initiative order, and you gain a level of exhaustion. You must complete a long rest in order to use this feature again.
Spatiomancer Spell List
Chronobleed,Accelerate/Decelerate, Bolt of Time, Eldritch Legerdemain, Fitzgeralts' Inverse Mender, Mage Fist, mage hand, mending, Paradox Rift, Voidbolt, Unhinged Willpower, Paradox Rift, eldritch blast, Claws of the Dragon, Wyrd Reconstruction
- 1st Level
- 2nd Level
- 3rd Level
- 4th Level
banishment, arcane eye, hallucinatory terrain, locate creature, stoneskin, faithful hound, private sanctum, conjure minor elementals, dimension door, greater invisibility, Rusting Grasp, Steal Voice, Blood Rain.
- 5th Level
- 6th level
- 7th level
- 8th level
- 9th level
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.