Time Wizard (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Time Wizard[edit]

Wizard Subclass

The Time Wizard is one of the most dangerous beings that have ever came into existence. With the knowledge that is known there little to no knowledge of how they use their power. Time wizards were created by the gods to protect the people from the monsters. The people that were given the power used it for good but one day a person gained this power and caused total chaos. All the knowledge gathered with this type of wizard was lost in this chaos. There are still people who receive this magic by the gods once every millennia. Its still unknown about their power so take caution. The wizard community now sees these people as close to being gods and some despise them for their power.

Wizard Arcane Tradition

Wizards that dedicate themselves to the transmutatory time spells often become Time Wizards to enhance their practices in stopping, slowing, speeding up, reversing, and just general control of time. Many seek some form of eternal life or to return something to its pristine condition, such as a family heirloom. No matter their motives, Time Wizards are very powerful.

More Space for Time

Starting at Level 2, you learn one extra spell every level that must be a Transmutation spell and you can have two additional spells prepared, as long as they are transmutation spells. Also increases all movement speeds by 10 feet.

More Time for Space

Starting at Level 6, you can replace the material components of your transmutation spells with a pocket watch worth 1500 gp, this watch is not consumed casting the spell. You learn the Haste and Slow spells if you don't already know them (if you do you learn one/two other spells of your choice) and you always have them prepared, they do not count towards the number you can prepare, also you can cast the Haste spell using a 2nd level spell slot (effecting only you), (you do not get the level 10 benefits when cast this way) you do not suffer from lethargy from Haste.

Running Out of Time...?

Starting at Level 10, you are immune to the spell Slow, and act as if under the effects of the Slow spell in another's Time Stop spell. You have advantage to maintain concentration on the Haste and Slow spells, enemies have disadvantage on save vs Slow and both spells last for 2 turns after you lose concentration up to the maximum of 1 minute. You can have another two additional Transmutation spells prepared (total 4). You age at half speed.

Time Separation

Starting at level 14, you are able to use both an Action and a Bonus Action while under the effects of Slow in another's Time Stop spell and after the Time Stop ends you act as if under the effects of the Haste spell for a equal amount of time that the Time Stop lasted (if the Time Stop only lasted 2 turns you do not need to concentrate). You can cast Haste and Slow once each per long rest without using a spell slot (you do not get the level 10 benefits when cast this way) (if you later take Haste and/or Slow as your Signature Spells you can cast them 2 times each per short rest with no need to maintain concentration, enemies have disadvantage on save vs Slow, if you take 1 of the spells as both your Signature Spells you can cast it 4 times per short rest, if you take Haste you can act normally under another's Time Stop).


Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: