A timekeeper uses seconds and minutes not as a way to measure life but as the key to great and mysterious power. The tradition of the timekeepers began in the magocracies of the West prior to the Great Mage Wars. Many timekeepers find themselves responsible for keeping watch over the dread walkers of the Wastes, to ensure they are never freed from stasis. Others seek to rediscover the lost spells and rituals that allowed long-gone mages to halt the dread walkers in the first place.
Except as noted below, timekeepers function as wizards and use the wizard spell list. A timekeeper has the following class features.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. When gaining a level, you can select a temporal spell even if you’ve never encountered it before.
You also gain proficiency with clockwork tools (25 gp, 2 lb).
Starting at 2nd level, you create a special timepiece that can be held easily in one hand, usually a clockwork watch or hourglass. You can use the timepiece as an arcane focus.
You have 2 temporal points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You regain all spent temporal points when you finish a long rest. You are unable to spend temporal points without holding your bonded timepiece.
You can spend 1 temporal point as a reaction or a bonus action to gain one of the following effects for 1 round, or spend 2 temporal points as a bonus action to grant a creature you touch one of the following effects for 1 round:
- You can use a bonus action on your next turn to Dash, Disengage, Hide, or Use an Object.
- Your AC increases by 2.
- You gain advantage on a Dexterity check.
At 6th level, when you cast a spell whose duration is 1 minute or longer, you can spend 1 temporal point to double the spell’s duration. The maximum duration obtainable is 24 hours.
You can also cast haste without expending a spell slot, but the spell affects only you. Once you cast haste this way, you can’t do so again until you finish a short or long rest. You can still cast it normally using an available spell slot.
At 14th level, you can choose to ignore environmental time effects such as those created by a time storm or a time rift.
Also, you can spend temporal points in the following ways.
- When you cast a spell with a casting time of 1 action, you can spend 2 temporal points to reduce the casting time for this casting to 1 bonus action.
- When you must make a saving throw against slow or any temporal spell, you can spend 2 temporal points to succeed on the saving throw automatically. You can make the decision to spend the points after rolling the die and seeing the result.
- As a reaction when another creature casts time stop, you can spend 5 temporal points to act during the spell’s duration. You and the spell’s original caster alternate taking turns, with the original caster acting first. You have the same restrictions as the original caster. If the original caster ends the spell, it ends for everyone; if you take an action that ends the spell, it ends only for you, not for the original caster.
Deep Magic: Time Magic © 2018 Open Design LLC; Author: Carlos Ovalle.