Time Grandmaster (3.5e Epic Prestige Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.

You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Time Grandmaster[edit]

“As a Time Grandmaster of long standing, you seem to forget our responsibility is to protect the timeline, not creation. Time and reality are twisted before my will by the authority that Chronos grants me. ”
—Aión of Chronos, a Time Grandmaster

Time Grandmaster´s are sages and tacticians, poses an unexpected, unpredictable hazard for those who fight against them. They use their abilities and knowledge to take down their enemies and achieve your goals. Tasked with protecting the timelines they travel the multiverse repairing corrupt lines and correcting transgressions of those adept at magic but arrogant and ignorant of the consequences.

Becoming a Time Grandmaster[edit]

Due to the entry requirements, most Time Grandmaster are multiclass arcane/divine spellcaster who have entered this class after learning a conjuration spell (Teleportation), either by selecting the appropriate spells or by taking a level in the Wizard/Sorcerer class and any Divine spellcasting class.

Entry Requirements
Alignment: Any Neutral
Skills: Consentration 23 ranks, Knowledge(Planes) 15 ranks, Knowledge(Psionics) 9 ranks
Spellcasting: Able to cast 9th-level divine spells
Psionics: Able to manifest 2nd-level powers
Patron: Chronos
Domains: Time Domain
Table: Time Grandmaster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting
Fort Ref Will
1st 1 2 0 2 Foresight, Time Leap +1 level of existing manifesting class /+1 level of existing divine spellcasting class
2nd 2 3 0 3 Cunning action +1 level of existing manifesting class /+1 level of existing divine spellcasting class
3rd 3 3 1 3 Bonus Feat +1 level of existing manifesting class /+1 level of existing divine spellcasting class
4th 4 4 1 4 Healing Regression, Cancelation/Confirmation 1/day +1 level of existing manifesting class /+1 level of existing divine spellcasting class
5th 5 4 1 4 Bonus Feat +1 level of existing manifesting class /+1 level of existing divine spellcasting class
6th 6 5 2 5 Temporal Paradox, Mentalist +1 level of existing manifesting class /+1 level of existing divine spellcasting class
7th 7 5 2 5 Bonus Feat +1 level of existing manifesting class /+1 level of existing divine spellcasting class
8th 8 6 2 6 Cancelation/Confirmation 2/day +1 level of existing manifesting class /+1 level of existing divine spellcasting class
9th 9 6 3 6 Bonus Feat +1 level of existing manifesting class /+1 level of existing divine spellcasting class
10th 10 7 3 7 Time Shift, Eternal Body +1 level of existing manifesting class /+1 level of existing divine spellcasting class

Class Skills (8 + Int modifier per level)
Concentration, Craft, Heal, Knowledge (Time), Sense Motive, Spellcraft.

Class Features[edit]

Foresight (Su): Due to their great knowledge of events and time, Time Grandmaster can expect attacks and prepare themselves ahead of time. Foresight grants the Chronomancer the ability to add his Wisdom modifier to his AC (in the form of a magical insight bonus), Reflex-based Saves, Balance and Jump checks, and Attack rolls. A bonus to Foresight, is that Chronomancers always know what time it is and where they are. They are immune to any attempt or spell that would possibly confuse them of the time, day, and place. They are not affected by effects that change time or reality, unless they choose to.

Time Leap (Su): As part of their training as Time Grandmaster, these time lords are trained how to traverse through time itself to gain the advantage in battle. The first of these strange abilities is Time Leap. Once per turn, this allows the caster to instantly traverse through the fabric of time to a another location. The distance (feet) he may travel is equal to 5 × (Wisdom Modifier + Class level). To others, this appears as either an extremely quick blur, or simply vanishing and reappearing again. For the Time Grandmaster, this ability requires a free action to activate, can be used to get behind an enemy for a surprise attack. This does not allow the Time Grandmaster to go through objects or walls, it simply allows him to walk through time itself to get to another location quickly, and he must be able to somehow see his destination. Can travel with a max of 2 people that you touch with your hands.

Cunning action (Su): Starting at level 2nd, your quick thinking, agility and time comprehension allows you to act and cast faster than others quickly, you can take a bonus action on each of your turns in combat. This action can be used to only cast a spell with a spell casting time equal to or less than one action or take two swift actions. Also, your spells and powers cast in this way are especially powerful. Add your Inteligence Modifer to the Difficulty Class for all saving throws against spells and manifest powers.

Healing Regression (Ex): At 4th level, a Time Grandmaster has had quite a bit of time to work on his manipulation of time, getting it down to a science that only he can perfect. With the ability to reverse, the Time Grandmaster can literally bend time to his will for a brief moment and completely change what might be history. After receiving damage, as a swift action, the Time Grandmaster can reverse damage, healing points of damage equal to class level plus caster level for wisdom modifier. For example, a level two Grand Master of Time and nine level Wizard with a wisdom modifier of four can reverse fifty-two points of damage. This power is considered an extraordinary ability and does not provoke attacks of opportunity. Time Grandmaster can do this a number of times per day equal to his Wisdom modifier.

Cancelation/Confirmation (Sp): Upon reaching 4th level, the Time Grandmaster has gained great power over the flow of time. He understands and can even command time itself to various extents. He has learned well how to combine his combat with his time-based tactics and has studied hard on how time flows and works. Once per day, the Chronomancer can completely erase and deny success or failure by twisting time itself to his own will. Activating either one of these powers requires a one action to be consumed.

   Cancelation This spell-like ability allows the Time Grandmaster to erase an action from the fabric of time itself. By his own will, he can challenge fate and deny someone else success. With Cancelation, the Time Grandmaster can completely nullify any physical or mental action (attacks, skills, saves, actions, etc) that was made, or going to be made during that moment or day. Yes, this means that he can use his Knowledge (Time) skill to learn of an ambush ahead, and then use Cancelation to cause it to never happen.
   Confirmation To every coin, there is a heads and a tails, and this is the reverse of Cancelation. Where Cancelation erased an action, Confirmation forces it to happen. With this ability, the Time Grandmaster makes people succeed at their physical actions. These can be actions that have, or have not yet happened in the world. Any attacks, skill, save checks or actions that are accomplished because of this ability are simply successes, but not criticals. This means that the Time Grandmaster can spot the Rogue sneaking up on a guard, and use Confirmation to cause the guard to see her.

Both of these abilities violate time itself, so one would advise caution when employing these tricks to gain an advantage over a situation. Maybe that guard was supposed to die that night? Maybe the king's carriage was supposed to be ambushed to make way for a new, better kingdom?

Temporal Paradox: Starting at level 6th, You skip time as a reaction to being attacked or targeted, and make a contested check against your enemies (Inteligence vs. Dexterity). If you succeed you wink out of time for one turn. You are not hit by the attack or spell, and do not exist for that time. You can take a complete action in this alternate dimension outside of time, at the end of the round you reappear where you winked from. At 10th level, you may use this feature with an ally you touch as a part of the same reaction, using your Inteligence and winking out of existence that ally, or you can use it with a melee attack, in which case the target must make a Will saving throw against your spellcasting DC if your attack succeeded. In this dimension outside of time you can trust in times of need.

Mentalist: Once reaching level 6th, you gain supreme mental domain upon the delicate time flow over reality. You are able to cast spell as a silent and still spell without expending spell slots, following it´s other rules.

Eternal Body (Ex): After attaining 10th level, a Time Grandmaster no longer takes ability score penalties for aging (see Player´s Handbook Table 6–5: Aging Effects, page 109). Cannot be aged and cant dies of old age.

Time Shift (Sp): As a master of time itself, the Time Grandmaster is well versed in traveling through the fabric of time. With the Time Shift ability, the Time Grandmaster can send a number of targets (equal to his Wisdom Modifier + 1) through a rift in time. This can be hours, days, weeks, years, centuries, even eons and decide the exact multi-verse line where it will arrive depending on the power of the Time Grandmaster. Can travel a maximum hours/years/etc through the rift, either forward or backward in time, equal to his class level + his Wisdom Modifier. With Time Shift, the Time Grandmaster can send himself and some allies through the rift, or throw enemies into it as a way to get out of difficult combat. A successful reflex-based save prevents being cast into the time vortex (DC = 10 + Spell Caster Level. This spell-like ability requires a full round to activate and can only be used once in a 24-hour period. This ability has a range of 50 feet, plus an additional 5 feet per class level. Can use outside of battle at will. Can not change fixed points. (character deaths and key points in story line). Using this ability to travel enormous distances of time carried a great responsibility and can have consequences that the Time Grandmaster must know and repair.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!