Time Traveler (5e Subclass)
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Time Travelers come from a world after dragons have gone extinct and dungeons have no more use. Whether you have come to prevent a coming event or just visiting, you have lost access to your Time Machine and are now lost in the past.
Time Traveler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare.
|3rd||disguise self, illusory script|
|5th||hold person, wrist pocket|
|13th||banishment, dimension door|
|17th||passwall, legend lore|
At 3rd level, you learn how to build (or repair) your time machine. Using smith's (or possibly woodcarver's) tools, you can take an action to use your device in any space within 60 feet of you. However, it is not up to its full potential and its abilities are weakened.
When you build The Machine, you determine its appearance. It can be anything from a horse drawn carriage to a pocket watch. A small Machine occupies its space, and a tiny one can be held in one hand.
The Machine's AC and Hit Points are determined by its size. HP equals your artificer level times its size (1 if tiny, 2 if small, 3 if medium, 4 if large, 5 if huge). If the Mending spell is cast on it, it regains 2d6 hit points. It is destroyed if it is reduced to 0 hit points or after 1 hour.
You also decide which effect your Machine has, choosing from the options on the table. On each turn, you can take a bonus action to cause The Machine to activate (provided you are within 60 feet of it). As an action, you can direct it to move up to 15 feet to an unoccupied space, provided it has wheels.
|Rewind||Reverse time to undo a mistake. Re-roll an attack or skill check with advantage.|
|Freeze||Stop time in a limited vicinity. Everything in that 5 by 5 area will be locked in place for 5 minutes. Anything that enters the space becomes froze. If you target an enemy, they make a Constitution saving throw.|
|Delay||Slow a damaging effect on any creature. Poison, burning, or a similar effect will take twice as long and do less damage immediately. You can only delay what affects one creature at a time.|
|Retrieve||Reach into the past or future to take a lost relic/advanced device. You are not traveling to the past, simply making a arm sized hole in time. You need to know where the object is or would be and still need to pay for the object or, if you steal it, must make a sleight of hand check.|
|Leap||Remove yourself from the present and push yourself into the future. You are limited to an hour in the future and time moves normally for others, the player having to wait until their character reaches the present.|
Once you use your Machine, you cannot do so again until it finishes a long rest. You can have only one machine and cannot create a new one while your machine is present. The Machine is a magical object and can be discovered with an Arcana check or a Detect Magic spell.