Time Mage

Class Stat

Time magick – an intricate and complex branch of magick. Those who seek to become Time Mages of great mastery learn to employ magicks of great force. However, one must always be careful when dealing with magicks that can rend the space-time continuum itself. Many are those who sought such great power, only to be lost in the stream of time – or so the legends go. Adventurers who delve into this art become agents of control, capable of manipulating the very fabric of reality itself.

Hit Points (HP)

Hit Dice 1d6 per level
HP at Level 1 6 + CON modifier
HP at higher levels 1d6 (or 3) + CON modifier per level

Proficiencies

Armour None
Weapons Daggers, darts, maces, slings, staves, light crossbows
Tools None
Saving Throws CON, CHA
Skills Choose two from Arcana, Deception, Insight, Perception, Persuasion, and Religion

Time Mage Table

Spell slots per spell level
Level Proficiency Bonus Distortion Points Abilities Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 2 Spellcasting, Manafont 4 4 2 - - - - - - - -
2 +2 3 Physimancy Specialisation 4 5 3 - - - - - - - -
3 +2 4 Spell Weaving (1) 4 6 4 2 - - - - - - -
4 +2 5 Ability Score Improvement, Physimantic Versatility 5 7 4 3 - - - - - - -
5 +3 6 Magickal Guidance 5 8 4 3 2 - - - - - -
6 +3 7 Physimancy Specialisation 5 9 4 3 3 - - - - - -
7 +3 8 - 5 10 4 3 3 1 - - - - -
8 +3 9 Ability Score Improvement 5 11 4 3 3 2 - - - - -
9 +4 10 - 5 12 4 3 3 3 1 - - - -
10 +4 11 Spell Flux, Spell Weaving (2) 6 13 4 3 3 3 2 - - - -
11 +4 12 - 6 14 4 3 3 3 2 1 - - -
12 +4 13 Ability Score Improvement 6 14 4 3 3 3 2 1 - - -
13 +5 14 - 6 15 4 3 3 3 2 1 1 - -
14 +5 15 Physimancy Specialisation 6 15 4 3 3 3 2 1 1 - -
15 +5 16 - 6 16 4 3 3 3 3 1 1 1 -
16 +5 17 Ability Score Improvement 6 16 4 3 3 3 3 1 1 1 -
17 +6 18 Spell Weaving (3) 6 17 4 3 3 3 3 2 1 1 1
18 +6 19 Phase Reality 6 17 4 3 3 3 3 2 1 1 1
19 +6 20 Ability Score Improvement 6 17 4 3 3 3 3 2 1 1 1
20 +6 21 Master of Reality 6 17 4 3 3 3 3 2 2 1 1

Creating a Time Mage

Unlike Black Mages, Red Mages, and Arcanists, becoming an adept Time Mage does not come with poring through tomes, scrolls, and theories. Your skill with spells comes through your force of will and natural talent. Many are those who sought out time magicks, to find themselves either unable to handle their raw power, or unable to have command over style of magick that imposes their will over reality itself.

The most important question to consider when creating a Time Mage is how you came about to realise your talent in time magicks. Because using your intellect to master time magicks is limited, there aren't that many schools specialising in it, and instead, Time Mages are trained through natural experience, or through a master training a small cohort. Perhaps you realised one day, that you were naturally able to cause small flickers in reality? You might have realised this accidentally, or perhaps a traumatic experience forced your natural ability to spring forth? Maybe you were a drop-out in theorising the arcane, only to find out that you learned spells better in a far more raw way? Maybe you got in contact with a mysterious deity, or artifact, which conferred your ability to weave the space-time fabric? Perhaps your family line is one of special origin, granting you powers that make it easier to navigate time magicks?

How do you feel about this natural ability? Does it scare you to know that you are unlike others? Do you revel in the fact that you are special? Is it a blessing, or a curse? Do you feel like being given this power gives you a sense of lofty purpose? Or do you feel like it gives you license to do whatever you want?

Equipment

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

Or, you could choose to start with 3d4 × 10 gp and purchase your equipment.

Class Abilities

Spellcasting

You have learned to untangle and reshape the fabric of space-time reality in conjunction with your force of will.

Cantrips

At Level 1, you know four cantrips of your choice from the Time Mage Spell list. You learn additional Time Mage cantrips as shown on the Time Mage table.

Spell Slots

The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Time Mage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Time Mage spell list. You learn additional Time Mage spells of your choice as shown on the Time Mage table. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Time Mage spells you know and replace it with another spell from the Time Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Time Mage spells, since the power of your magick relies on your ability to impose your idea of space into reality. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA modifier when setting the saving throw DC for a Time Mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your CHA modifier
Spell attack modifier = your proficiency bonus + your CHA modifier

Ritual Casting

You can cast a Time Mage spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Time Mage spells.

Manafont

You begin to tap into a deep wellspring of magick that you found by delving into manipulating space-time reality itself. This wellspring is represented by Distortion Points, which allow you to create a variety of magickal effects.

Distortion Points

You have 2 Distortion Points, and you gain more as you reach higher levels, as shown in the Distortion Points column of the Time Mage table. You can never have more Distortion Points than shown on the table for your Level. You regain all spent Distortion Points when you finish a Long Rest.

Flexible Casting

You can use your Distortion Points to gain additional spell slots, or sacrifice spell slots to gain additional Distortion Points, representing your ability to weave the Mist itself to your command. You learn other ways to use your Distortion Points as you reach higher levels.

Creating Spell Slots

You can transform unexpended Distortion Points into one spell slot as a bonus action on your turn. The table below shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Spell Slot Level Distortion Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Distortion Points

As a bonus action on your turn, you can expend one spell slot and gain a number of Distortion Points equal to the slot's level.

Physimancy Adept

At Level 2, choose a school of magick from either Space, Time or Force. You begin to specialise in this school of magick, and your choice affects the abilities you learn at 2nd, 6th, 10th, and 14th Level.

Spell Weaving

From 3rd Level onwards, you have learned to manipulate reality around you, granting you the ability to shape your spells in different ways. You gain the following one of the following set of options to augment your spells, depending on which school you chose to specialise in. You can only use up to one augmentation for each spell you cast, unless otherwise noted. At 10th Level and 17th Level, you can choose to gain one option from the other schools.


Space

Distant Spell

When you cast a spell that has a range of 2m or greater, you can spend 1 Distortion Point and choose to triple the range of the spell. When you cast a spell that has a range of Touch, you can choose to make the range of the spell 20m.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 Distortion Points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Spell Weaving option during the casting of the spell.

Subtle Spell

When you cast a spell, you can choose to spend 1 Distortion Point and cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Distortion Points equal to the spell's level to target a second creature in range with the same spell (1 Distortion Point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Pulse isn't eligible, but Haste is.


Time

Echoing Spell

When you cast a damaging spell, you may spend a number of Distortion Points equal to half the spell slot used (rounded up). If you do, you create an echo of the spell. You can cast the same spell of the same effective spell slot again using your action in the next minute without expending a spell slot, but the spell echo uses only half the original spell's damage dice (rounded up). You may choose new targets for the spell echo.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Distortion Point and choose to extend its duration as follows:

1 minute → 10 minutes → 1 hour → 8 hours → 24 hours

Persistent Spell

When your spell that requires concentration ends early, you can spend 3 Distortion Points to have the spell last for one more round, ignoring concentration for that round. The spell cannot last for more than its maximum duration this way.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 Distortion Points to change the casting time to 1 bonus action for this casting.


Force

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can spend 1 Distortion Point and protect some of those creatures from the spell's full force. Choose a number of those creatures up to your CHA modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and if it would take half damage from the spell, it instead takes no damage.

Empowered Spell

When you roll damage for a spell, you can spend 1 Distortion Point to reroll any number of the damage dice, with the minimum roll being half of your CHA modifier (rounded up).

You can use Empowered Spell even if you have already used a different Spell Weaving option during the casting of the spell.

(For example, you could choose to reroll a 1, and if you have a CHA modifier of +5, no matter what you roll, the minimum value of that roll will be 3.)

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Distortion Points to give all targets of the spell Disadvantage on their first saving throw made against the spell.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 Distortion Point to change that damage type to one of the other listed types: acid, arcane, ice, fire, force, lightning, poison, sonic, wind.

Ability Score Improvement

At Levels 4, 8, 12, 16, and 19, 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 skill.

You can forgo taking this feature to take a Feat of your choice instead.

Physimantic Versatility

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magick within you flowing in new ways:

Magickal Guidance

When you reach 5th level, you can tap into your inner wellspring of magick to try and conjure success from failure. When you make an ability check that fails, you can spend 1 Distortion Point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Spell Flux

At 10th Level, you are able to manipulate the magick of your school more freely, transferring the overflow of the energies of a spell you cast into a new magickal effect. You activate one of the following effects when you cast a spell, based on your physimancy school of specialisation. Moreover, when this triggers, you roll a d20 and expend any number of Distortion Points after seeing the roll. This feature is amplified if the d20 roll + the spent Distortion Points is equal to 20, representing a surge of arcane energy that is suddenly at your control.

(Below, X is equal to the spell level of the spell you cast.)


Space

Target a willing creature or an object that is not held by a creature within 10m. You may teleport the target up to 2Xm from its current position to a point you can see.

Chaos Surge: You can now target up to X number of creatures or objects within 20m of you. If you target an unwilling creature, or an object held by an unwilling creature, they must succeed on a CHA saving throw or be subject to these effects. You teleport the targets up to 20m from their current positions to a point you can see.


Time

Target a willing creature within 2Xm. That creature gains

Haste
until the end of their next turn.

Chaos Surge: You can now target up to X number of creatures within 20m of you. If you target an unwilling creature, they must succeed on a WIS saving throw or be subject to these effects. You grant the targets the effects of

Haste
,
Slow
, or
Stop
until the end of their next turn.


Force

Target a willing creature within 20m. That creature gains Xd6 temporary HP for 1 hour.

Chaos Surge: You can now target up to X number of creatures or objects within 40m of you. If you target an unwilling creature or an object, they must succeed on a DEX saving throw or be subject to these effects. You either grant the target 5d6 temporary HP for 1 hour, or they take 5d6 FORCE damage and are pushed 2m in any direction, as arcing bolts of energy swirl around and strike them.

Phase Reality

Beginning at 18th level, you can alter space-time reality around yourself for an instant, as an almost instinctual reaction to danger. When you would be hit by an attack roll or fail a saving throw, you can cause a shift in reality, becoming invulnerable to all effects for this turn. This doesn't require your reaction to trigger.

Once you use this feature, you can't use it again until you finish a short or long rest.

Master of Reality

At Level 20, your abilities in time magick sustains you so that you suffer none of the frailty of old age, and you can't be aged magickally. You can still die of old age, however. In addition, you no longer need food or water.

Furthermore, your ability to weave your spells becomes almost effortless to you. When you complete a short rest, you regain 4 Distortion Points. Also, when you roll for Initiative, you gain 3 special Distortion Points for that particular instance of combat. These cannot be converted into spell slots, and disappear if they are not used by the end of combat.