Timebender (5e Class)
From D&D Wiki
- 1 Timebender
- 1.1 Channeling time
- 1.2 Creating a Timebender
- 1.3 Class Features
- 1.4 Multiclassing
He hits him once, twice, 3 successful hits, why not do it again? For the receiver of the hits, it feels like he’s getting hit twice as much as he should. An elven man walks in the distance, you blink once and he stands right in front of you, touching a strange amulet hanging around his neck. A Gnome pushes his friends away for no apparent reason, as everyone begins to shout at him, a builder falls right where they just stood. The timebenders are strange people. They have a special affinity with time and know how to bend it to their will, much like a sorcerer can bend magic to his will. Some people were born with this ability, some gained it later.
Timebenders may have a strong affinity with time, actually bending time to their will usually requires some sort of artefact or device that can put them on the same plane as time. Increasing their strength or affinity with time requires more knowledge or improvements of/to the artefact/device. Timebenders usually don’t let people know about their powers as it is very uncommon and many people do not trust people who can manipulate time. Some timebenders use their powers for good, others use it for pranks and other mischief.
Source of the power:
Timebenders get their powers through all sort of means. Some are born with it, some just wake up with it thinking “hey, I can perfectly time things now or tell the exact time”. Some get it through finding an artefact. For some learning their powers comes from self-discovery, others require a mentor to start them on the bath of bending. Whichever it is, it is a very unknown power and for many it’s more like waving your hand in the dark, hoping they stumble upon new information about their powers.
Creating a Timebender
A key question to ask yourself is where your timebender got his powers. It does not matter much what race you are, however as knowledge of the arcane/artefact that grants you powers is required to fully hone your skills, timebenders are usually elves/gnomes or when knowledge about a device that allows the channeling of time is involved, timebenders are usually humans. How does the timebender feel about his powers? Does your character use the powers for good?
- Quick build
You can make a timebender quickly by following these suggestions: First: Dexterity or Strength should be your highest scores (depending on your preferred weapons), followed by Wisdom. Second, choose the hermit, soldier or charlatan background. (depending on your characters traits)
As a Timebender you gain the following class features.
- Hit Points
Armor: light armor, medium armor
Weapons: Simple weapons, martial weapons (weapons are melee only)
Tools: Clocks and anything time based
Saving Throws: Dexterity, Constitution
Skills: Choose 2 skills from Insight, History, Perception, Sleight of Hand and History
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather or (b) hide
- (a) a club or (b) a quarterstaff
- Your timedevice/totem/artefact
- Tinker tools and a time tracking device
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Rewind Improvement|
|6th||+3||Ability Score Increase|
|8th||+3||Ability Score Improvement|
|9th||+4||Second Chance for Everything|
|10th||+4||Total recall, Timewalker Improvement|
|11th||+4||Extra attack (2), Rewind Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Second Chance for Everything Improvement|
|14th||+5||Ability Score Increase|
|15th||+5||Fastforward, Timewalker Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Resonance Improvement, Second Chance for Everything Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
You channel your powers through your chosen object/device. Allowing you to warp time around you. After your turn you can time travel back to where you started your turn and recover 1d4 for every hit taken between this turn and your last turn (So take notes of the amount of times you get hit between turns)
Rewind+ increases the recovered healthpoints to a d6, rewind++ to a d8 and
rewind+++ to a d10
You can only use this feature once per minute.
You gain +2 on rolls that require timing.
Starting at 2nd level you can chose to repeat an action. For example, if you landed 3 hits, you can land another 3 hits (roll the damage again). The rolls stay the same, so a critical hit will still be a critical hit. Once per minute Starting at the 17th level, you can do this twice per minute
You can choose to stop time for 6 seconds or an entire turn in an area of 30 feet, up to 30 feet away from you (Enemies frozen in time cannot do anything). Note that your allies are also frozen in time. Once per minute.
Walker: You become more accustomed to time around you and how to manipulate it on a constant basis. Your dexterity raises with 2 (this can take you over 20) and your speed is now 10 feet faster
Runner: your speed increases with another 5 feet
Sprinter: your speed increases with another 5 feet
Ability Score Increase
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.
Beginning at the 5th level, you can attack twice instead of once, whenever you take the attack action on your turn. The number of attacks increases to 3 when you reach 11th level in this class and to four when you reach 20th level in this class.
Starting from the 7th level you can now dash 30 feet forward as part of your movement. This is considered instant. You can only use this ability once per minute
Second Chance for Everything
Starting from the 9th level you can reroll any dice you want. If you do, you must use the new roll and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at the 13th level and three times between long rests at the 17th level.
You can choose to rewind time 6 seconds for everyone around you in a 50 feet radius. All the damage taken during those 6 seconds are healed. (not that this counts for both you and your allies, but also creatures) Everyone caught in the blast also returns to their prior positions. Using this feature breaks your device and you are after that no longer able to use any of your features apart from extra attack until you repair the device. Which costs you 100 gold per level.
Once per long rest you can choose to look up to 30 seconds into the future. If anything important is to happen, your DM should share this information with you.
Prerequisites. To qualify for multiclassing into the timebender class, you must meet these prerequisites:
Proficiencies. When you multiclass into the timebender class, you gain the following proficiencies: