Time Anomaly (5e Subclass)
From D&D Wiki
Your existence is evidence of a timeline error. Swooped up one day from your original timeline you found yourself lost within the cracks in time. You were infused with the unstable form of time magic, left to wander the endless void until you could conquer this power. Eventually you found a way to anchor part of your mind and body back to time albeit not your time nor place. You feel stretched thin as if you're everywhere, and nowhere. Part of you always remains within the cracks of time making you difficult to erase or kill by anything weaker than a god. For now you wait in hopes a god of time will realize their mistake. Your alignment is typically neutral. The unstable magic creates cracks that glow bright purple the longer you are away from the void you must spend at least 6 hours there every other day and it counts as a long rest, otherwise your physical manifestation will burst and send you back to the void for 1d4 days.
- Time Anomaly Bonus Spells
|0||Temporal Blur (5e Spell)|
|1st||Weight of 1000 years (5e spell)|
|2nd||Eyes of Fate (5e Spell)|
|3rd||Alternate Reality (5e Spell), Time Bomb (5e Spell)|
|5th||Time Trap (5e Spell)|
|7th||Dimension Door, Time Walk (5e Spell)|
|9th||Time Stop (5e Spell), Annihilation (5e Spell)|
At first level you find you're only bound to this world by an object on your person, this object has to be small for example a pocket watch, or small weapon, you must keep said object safe. If the object is stolen you will appear at its location as your essence moves with it. You can throw the object and appear at it's location as a sort of teleportation. At first level you can throw it up to 15 feet as an action and at tenth level you can throw it 30, at 12th 40 feet as a bonus action. However, be wary if said object is destroyed you will be flung from time and have to find a new anchor point in the cracks of time taking up to 10 days (roll a d10) to return.
At the third level you gain control over the flow of time, your powers now effect those around you in strange ways undoing actions they swore they just did. You get three Anomaly points at third level, five at twelfth level and seven at seventeenth. You restore these points at the end of a long rest or half (rounded up) at the end of a short rest.
Starting at the third level you have found a way to remove the negative effects of your magic by purging some of the unstable magic within you. You can spend one Anomaly point to remove negative impacts or possible outcomes of your spells.
You have learned how to transfer some of your magic to others, however they can't control it. When a large enemy hits exactly your AC or a medium/small creature hits within 1 of your AC you may spend 1 Anomaly point as a reaction to freeze them in place for one round.
You've learned to temporarily amplify the more unstable aspects of your magic. You may spend 1 anomaly point when you make a melee attack or attack spell to cast a spell as a bonus action as though you haven't already attacked.
You've learned that both spell points and anomaly points are semi-interchangeable as they come from the same source. You can spend 3 points to cast any known spell up to a fifth level spell. Also you can use your anomaly points as a free action to upgrade availlable spell slots. for example you can spend 7 Anomaly points and a 2nd level spell slot to cast a 9th level spell that you know this turn.
At fifth level you can't age and are immune to all time magic, you can choose how old you look. Also if you were to die you are simply sent back to the cracks in time instead for 1d12 days as part of you always resides in the void. Although it will take time to reconstruct your body. If your anchor is destroyed while you're within time you will be lost in time with no known place to return.
Pull To The Past
At level 12 youve found you do exist throughout time and can call on alternate future versions of yourself. Once every 2 days you can call yourself from the future to help with 1 combat and to warn you of future dangers up to 1 hour ahead (traps and planned monsters, weaknesses etc).
One With The Void
At 17th level you find peace with the notion you'll never truly be part of this world again. You understand that you are part of the void and return there for years to meditate and absorb its power. You no longer feel trapped there. You return to the same point you left strong, calm and a bit distant, you've missed your comrades who never knew you were gone. You can erase up to 4 enemies from existence by releasing all of your power at once. However, this damages your vessel and drains your power forcing you to return to the void for that many days.
Time Walk(5e Spell) - You can travel to different eras and decades in time through a purple and cracked swirling vortex. Almost as if its a personal hole created in time.