Time Bender (5e Class)

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Time Bender[edit]

<!-Introduction Leader->[edit]

Creating a Time Bender[edit]

Quick Build

You can make a time bender quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Time Bender you gain the following class features.

Hit Points

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


Armor: light
Weapons: simple
Tools: artisans kit of choosing
Saving Throws: Charisma and Dexterity
Skills: Any 3 of your choosing.


You start with the following equipment, in addition to the equipment granted by your background:

  • Wooden Staff
  • Silver Medallion
  • Bronze Hourglass
  • artisans kit of choosing

Table: The Time Bender

Level Proficiency
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 4 Spellcasting, Spellcasting Ability 2
2nd +2 4 3
3rd +2 4 4 2
4th +2 5 Ability Score Improvement, Temporal Toll 4 3
5th +3 5 4 3 2
6th +3 5 4 3 3
7th +3 5 4 3 3 1
8th +3 5 Ability Score Improvement 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 6 4 3 3 3 2
11th +4 6 4 3 3 3 2 1
12th +4 6 Ability Score Improvement, Ether Connection 4 3 3 3 2 1
13th +5 6 4 3 3 3 2 1 1
14th +5 6 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 6 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 6 Spell Mastery 4 3 3 3 3 1 1 1 1
19th +6 6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 Spell Mastery Improvement 4 3 3 3 3 2 2 1 1



At 1st level, you know 4 cantrips of your choice from the time bender spell list. You can also learn up to 3 cantrips from any other spell list.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your Time Bender spells, since you are naturally talented with your Time magic, but must take great care with how you use your powers in order to keep the order of the universe. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Time Bender spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

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.

Temporal Toll[edit]

Starting at level 4, whenever you cause an enemy to age, that enemy takes Time damage equal to .5x (rounded down) the number of years aged. This damage is increased to 1x at character level 12. If a creature ages past the average life span expectancy for their species, they are automatically killed. If Time damage would cause a creature to be killed, they are also reduced to dust and produce a Chrono-Shard.

Ether Connection[edit]

As a Time Bender, you have a substantial connection to the time-space continuum, which you can use to continuously provide nourishment. At level 4, you no longer need to eat to survive (you still need to drink). At level 8, you no longer need to eat or drink, and can enter a trance similar to an elf as a substitute for sleeping. At level 12, you no longer need to sleep to feel well rested; as long as you are out of combat and don't engage in extremely strenuous activities for at least 8 hours you continually feel well rested and gain all of it's benefits.

Spell Mastery[edit]

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level and a 2nd-level Time Bender spell. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

At 20th level, you may choose 2 3rd-level Time Bender spells. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Times Eye[edit]

Whenever an attack is made against you that you can see you can roll a dexterity check + proficiency if you roll higher then attack the attack misses.

Twisted Fate[edit]

After a long rest, you may roll up to 3 dice of your choice and record the results for each. You may substitute these numbers for any of your rolls. The number of dice is increased by 1 at levels 9, 12, 15, and 18.

Pieces of Time[edit]

Chrono-Shards are automatically collected if you are within movement distance of them, and from anywhere immediately after combat. They can be expended instantaneously to have one of the following effects:

  • When casting, automatically extend the duration of a non-instantaneous spell by one round (in combat) or minute (out of combat) per shard used. Up to 10 Shards can be used this way before needing to be recharged with a long rest. Spells that require concentration must still roll concentration checks on extended rounds.
  • When casting, any base Time damage dealt is increased by .25x for one round (rounded down). This effect can only be used once per combat, and up to two times before needing to be recharged with a long rest.
  • At the beginning of your turn during combat, you may consume one Shard per spell level (non-instantaneous cantrips count as level 1 spells) to cast any non-damaging spell as a bonus action (any spell that causes a creature to age counts as a damaging spell). This effect can only be used once per combat.
  • Chrono-Shards can be used to regain a spell slot of any level once per day. Shards are consumed at a rate of 1 per spell level, and can only be used to regain a slot that has already been used.

You may carry up to 30 Chrono-Shards.

Time Bender Spells[edit]


aging bolt, blade ward, blink, guidance, message, quicken, reverse, syvlanism

1st Level

anti-static shield, Delay, detect evil and good, detect magic, dissonance field, expeditious retreat, identify, feather fall, find familiar, jump

2nd Level

blur, dispel magic, locate animals or plants, reverse wounds, wither

3rd Level

clairvoyance, haste, revivify, slow, syncopate

4th Level

divination, hold entity, regenerate

5th Level

modify memory, repair/raze

6th Level

flux wall, forget

7th Level


8th Level Spells

touch of the void

9th Level Spells

foresight, shattering threads, time stop


Prerequisites. To qualify for multiclassing into the time bender class, you must meet these prerequisites:

Proficiencies. When you multiclass into the time bender class, you gain the following proficiencies:

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