Andrew Hanson
First Post
My player wants to make a new class. This is what he has handed to me, and I have organized it as beat as I can. Constructive help would be nice in making sure this is balanced and fair for him. This is his beast, I will pass on all suggestions.
Time manipulating class.
Proficiences same as wizard.
1d10 hit die
Prof bonus follow wizard
The abilities are anchored in an artifact that show evidence of time manipulation. This is created by the time caster to show they are able to control time. To lose you artifact will make you suffer 3% of max hp for every hour past 24 hours of being separated from it. See attached picture for some abilities.
Time drain: Unwilling creature takes a con save. On failure they lose an action on their next turn. Costs 3% of casters current HP. Costs 1% if failed.
Time surge: grant a store time drain to a party member. Costs 3% of casters HP.
Time acceleration: gives a friendly the ability to move position in the initiative order to be closer to the first. Costs 5% of casters HP.
rewind: creature makes a con save against losing an action. Costs 3% of casters HP on success and 1% on fail
fast forward: grants a player an extra move action. Costs 3% of casters HP.
Slow Time: as slow falls costs 1% hp per round
Hold time: at level 15 you gain access to the spell Time stop and can cast it 1 time per day for 10% HP cost or 5% HP for fail.
If a player is granted a time surge they can choose to instead use 1 hit die on themselves. At caster level 12 and 18 this increases by 1.
Time for hobbies: as you find ways to make time for other things you find your self tinkering with everything so you get ½ prof on all skills checks
Can store a number of rewinds and time drains to your person = to int modifier
DC = 8+prof+Int Mod
Gift of time: you can reroll skill checks or saving throws = to INT mod times per day.
Time inspiration: Caster can give players time inspiration equal to INT modifier times per day. player can reroll skill checks, but must use second roll.
Time manipulating class.
Proficiences same as wizard.
1d10 hit die
Prof bonus follow wizard
The abilities are anchored in an artifact that show evidence of time manipulation. This is created by the time caster to show they are able to control time. To lose you artifact will make you suffer 3% of max hp for every hour past 24 hours of being separated from it. See attached picture for some abilities.
Time drain: Unwilling creature takes a con save. On failure they lose an action on their next turn. Costs 3% of casters current HP. Costs 1% if failed.
Time surge: grant a store time drain to a party member. Costs 3% of casters HP.
Time acceleration: gives a friendly the ability to move position in the initiative order to be closer to the first. Costs 5% of casters HP.
rewind: creature makes a con save against losing an action. Costs 3% of casters HP on success and 1% on fail
fast forward: grants a player an extra move action. Costs 3% of casters HP.
Slow Time: as slow falls costs 1% hp per round
Hold time: at level 15 you gain access to the spell Time stop and can cast it 1 time per day for 10% HP cost or 5% HP for fail.
If a player is granted a time surge they can choose to instead use 1 hit die on themselves. At caster level 12 and 18 this increases by 1.
Time for hobbies: as you find ways to make time for other things you find your self tinkering with everything so you get ½ prof on all skills checks
Can store a number of rewinds and time drains to your person = to int modifier
DC = 8+prof+Int Mod
Gift of time: you can reroll skill checks or saving throws = to INT mod times per day.
Time inspiration: Caster can give players time inspiration equal to INT modifier times per day. player can reroll skill checks, but must use second roll.