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Helping a player with a time manipulation class
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<blockquote data-quote="OB1" data-source="post: 7255332" data-attributes="member: 6796241"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6914456" target="_blank">Andrew Hanson</a></u></strong></em> Taking some of the abilities that your player is looking for, I thought it might work to turn it into an arcane tradition similar to the School of Transmutation. So the class would be Wizard with the following abilities. This may be a bit OP and need to be toned down a bit before presenting. These abilities could probably be moved into Warlock or Monk classes if that is a better fit.</p><p></p><p><strong>School of Chronomancy</strong></p><p></p><p>Wizards who take this tradition specialize in using arcane magic to bend time to their will.</p><p></p><p><strong>Reactionless</strong></p><p>Starting at 2nd level when you select this school, you subtly manipulate time in your favor during combat. As a bonus action, you can expend a 1st level spell slot to prevent another creature you can see within 30 feet of you from being able to take reactions until the end of your next turn. </p><p> </p><p>You may expend a higher level slot, for each level above 1st, you can effect one additional creature. </p><p> </p><p>You can also choose to try and prevent the creature from using it's next action instead. If you do so, it makes a wisdom saving throw against your spell save DC. On a failure, it cannot use an action or a reaction until the end of your next turn, though it can still move on it's turn. A creature that makes a successful saving throw can no longer be affected by this ability for 24 hours. </p><p></p><p><strong>Chronomaster's Watch</strong></p><p>Starting at 6th level, you can spend 8 hours creating a Chronomaster's Watch that stores Chrono Magic. You can gain benefit from the watch yourself or give it to another creature. A creature gains a benefit of your watch as long as it is in the creature's possession. When you create the watch, choose the benefit from the following options.</p><p></p><p>- You are unable to be surprised and gain a +5 to your initiative</p><p>- Your speed doubles</p><p>- You gain a +3 to your Dexterity Score</p><p>- You gain the <em>Evasion </em>ability</p><p></p><p>The benefit of the watch can be changed during a short rest, but you must have access to the watch to make the change.</p><p></p><p><strong>Hasty</strong></p><p>At 10th level, you add the <em>haste</em> spell to your spell book, if it is not there already. You can cast <em>haste</em> without expending a spell slot. When you do so you can target only yourself, but it does not require concentration. Once you cast <em>haste</em> this way, you can't do so until you finish a short or long rest, though you can still cast it normally using an available spell slot.</p><p></p><p><strong>Time Master</strong></p><p>Starting at 14th level, you can use your action to consume the reserve of chrono magic stored with your watch in a single burst. When you do so, choose one of the following effects. your Chrono Watch is destroyed and can't be remade until you finish a long rest.</p><p></p><p>- 1d6 +4 creatures of your choosing you can see within 60 feet of you lose the ability to take reactions for 1 minute</p><p>- 1d4 +2 creatures of your choosing you can see within 30 feet of you gain the benefits of the <em>haste</em> spell (no concentration required) for 1 minute</p><p>- 1 creature of your choosing is unable to use legendary actions for 1d4 rounds</p><p>- You cast the <em>Time Stop</em> spell, but doing so prevents the watch from being remade for 101 nights or until you gain another level in this class</p></blockquote><p></p>
[QUOTE="OB1, post: 7255332, member: 6796241"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6914456"]Andrew Hanson[/URL][/U][/B][/I] Taking some of the abilities that your player is looking for, I thought it might work to turn it into an arcane tradition similar to the School of Transmutation. So the class would be Wizard with the following abilities. This may be a bit OP and need to be toned down a bit before presenting. These abilities could probably be moved into Warlock or Monk classes if that is a better fit. [B]School of Chronomancy[/B] Wizards who take this tradition specialize in using arcane magic to bend time to their will. [B]Reactionless[/B] Starting at 2nd level when you select this school, you subtly manipulate time in your favor during combat. As a bonus action, you can expend a 1st level spell slot to prevent another creature you can see within 30 feet of you from being able to take reactions until the end of your next turn. You may expend a higher level slot, for each level above 1st, you can effect one additional creature. You can also choose to try and prevent the creature from using it's next action instead. If you do so, it makes a wisdom saving throw against your spell save DC. On a failure, it cannot use an action or a reaction until the end of your next turn, though it can still move on it's turn. A creature that makes a successful saving throw can no longer be affected by this ability for 24 hours. [B]Chronomaster's Watch[/B] Starting at 6th level, you can spend 8 hours creating a Chronomaster's Watch that stores Chrono Magic. You can gain benefit from the watch yourself or give it to another creature. A creature gains a benefit of your watch as long as it is in the creature's possession. When you create the watch, choose the benefit from the following options. - You are unable to be surprised and gain a +5 to your initiative - Your speed doubles - You gain a +3 to your Dexterity Score - You gain the [I]Evasion [/I]ability The benefit of the watch can be changed during a short rest, but you must have access to the watch to make the change. [B]Hasty[/B] At 10th level, you add the [I]haste[/I] spell to your spell book, if it is not there already. You can cast [I]haste[/I] without expending a spell slot. When you do so you can target only yourself, but it does not require concentration. Once you cast [I]haste[/I] this way, you can't do so until you finish a short or long rest, though you can still cast it normally using an available spell slot. [B]Time Master[/B] Starting at 14th level, you can use your action to consume the reserve of chrono magic stored with your watch in a single burst. When you do so, choose one of the following effects. your Chrono Watch is destroyed and can't be remade until you finish a long rest. - 1d6 +4 creatures of your choosing you can see within 60 feet of you lose the ability to take reactions for 1 minute - 1d4 +2 creatures of your choosing you can see within 30 feet of you gain the benefits of the [I]haste[/I] spell (no concentration required) for 1 minute - 1 creature of your choosing is unable to use legendary actions for 1d4 rounds - You cast the [I]Time Stop[/I] spell, but doing so prevents the watch from being remade for 101 nights or until you gain another level in this class [/QUOTE]
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