Time Traveller [5E] v0.2 A woman stands on the edge of a cliff overlooking a desolate town, bow drawn. She has seen this moment many times before from many perspectives. She has seen it from the roof of the town chapel. She has seen it from the corner of a street below. She has seen it from the inside of the tavern. She has seen it from every angle worth mentioning. Today, a man is set to murder the mayor and usurp his power. She will not let that happen. She has finally found the one spot from which she can stop this hateful crime and the period of turmoil it leads into. She checks her chronoscope: it's nearly time. She nocks an arrow, draws, and fires. The arrow whistles through the desert sky, over the rooftops, and buries itself in the the back of the man's neck. Tragedy has been averted. Now to see the fruits of her labor. The woman turns the dial on her chronoscope, moving forward a year. She stands on the same cliff, with the same town far below. But things have improved in the last year; new houses have been built and railroad tracks are being laid on the outskirts of town. She has paved the way for a better future. Unseen Puppeteers Whether from the end of time, or from its beginning, time travel allows for the near limitless exploration and manipulation of our world. It is a power rarely come upon, partially because those who have it rarely stay in one place long enough to be noticed. Some time travellers opt to be silent observers who don't dare interfere with the natural order of history, while others seek to take control and direct its flow. Either way, their influence is powerful as it can transcend the limits of one mortal lifetime. Although all time travelers eventually die, their legacies can stretch far further than those of a mundane life. Creating a time Traveller The primary question when creating a time traveller is your relationship with your power. Were you invited into an order of time travellers and given a chronoscope? Did you steal one off of a dying time traveller? Did you accidentally make one yourself? There are many ways to gain access to the tools necessary to become a time traveller, and each leads to a unique outlook. What's your character's relationship to history? Do they wish to preserve it and merely observe as it occurs around them, or do they wish to change it to fit their image? Do they fear time, or idealize it? Time is one of the most important elements of our universe and there are infinite possible philosophies related to it. Quick Build You can make a time traveller quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the scholar background.

The Time Traveller Level Proficiency Bonus Features Temporal Energy Powers Known Max Time Clones 1st +2 Time Travel, Temporal Origin 6 2 — 2nd +2 Temporal Archetype 8 2 — 3rd +2 Time Clones 14 2 1 4th +2 Ability Score Improvement 20 2 1 5th +3 — 27 2 2 6th +3 Temporal Archetype Feature 32 2 2 7th +3 Rewind, Fast-Forward 38 2 2 8th +3 Ability Score Improvement 42 3 2 9th +4 Sustained Power 49 3 2 10th +4 Temporal Archetype Feature 56 3 2 11th +4 Timeloop 62 3 3 12th +4 Ability Score Improvement 67 3 3 13th +5 Temporal Archetype Feature 72 3 3 14th +5 — 77 4 3 15th +5 Reset Timeline 82 4 3 16th +5 Ability Score Improvement 87 4 3 17th +6 Temporal Archetype Feature 92 4 4 18th +6 Rapid Recovery 97 4 4 19th +6 Ability Score Improvement 102 4 4 20th +6 Battle Remix 110 4 4 Class Features As a time traveller, you gain the following class features. Hit Points Hit Dice: 1d8 per level

1d8 per level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple Weapons, Martial Ranged Weapons Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Survival, Perception, History, Insight, Investigation, Nature Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two simple weapons or (b) one martial ranged weapon and 20 pieces of ammunition

(a) cloth armour or (b) a pouch containing 10gp worth of odd coins

a Time Traveller's Chronoscope

an explorer's pack Time Travel Whether by magic, ingenuity, or by grave robbing, you've somehow come upon a Time Traveller's Chronoscope. A Chronoscope allows for travel through time with almost no restriction. It is potentially a very powerful tool, and very few exist. Yours is, however, damaged. This limits its usefulness, but you'll simply have to make do. Powers Known of 1st Level or Higher You know two minor powers off your choice from the Time Traveller power list. The Powers Known column of the Time Traveller table shows when you learn more time traveller powers of your choice. When you gain a level in this class, you can choose one of the time traveller powers you know and replace it with another power from the time traveller power list. Temporal Ability Intelligence is your spellcasting ability for your temporal power, since your powers rely on the ability to perceive and predict the nature of time. You use your intelligence whenever a power refers to your temporal ability. In addition, you use your intelligence modifier when setting the saving throw DC for a time traveler power you cast and when making an attack roll with one.

To be able to use a time traveler ability, you must be able to expend temporal power equal to its listed cost. You regain all temporal power after a long rest. Power save DC = 8 + your proficiency bonus + your Intelligence modifier Temporal attack modifier = your proficiency bonus + your Intelligence modifier Temporal Origin As a time traveller, you are either from the distant past or future. At 1st level, you gain benefits that represent this unique origin and your position in the world. Past: Once per session, you can call upon your knowledge of ancient history. When examining an ancient item or structure, the DM can roll 1d20 in secret to determine what your character might recall about it. If the roll is greater than 10, the information is true. This information might contradict some of the false assertions made by current archeologists. Future: Once per session, your DM can roll 1d20 in secret to determine what your character might recall about recent history. If your roll is greater than 10, the information is true. This information can reveal previously unknown insights about the near future. Temporal Archetype At 2nd level, you develop a connection with a band of time travellers who are bound by a shared codex of principles and ideals. Choose a temporal archetype, which describes the source of your time travel abilities: the Cult of Alpha or the Order of Omega, both detailed at the end of the class description. Your choice grants you features when you choose it at 2st level and again at 6th, 10th, 13th, and 17th level. Time Clones At 3rd level, you develop enough finesse with your chronoscope to begin to layer and loop alternative timelines to create short-lived clones of yourself. As a bonus action, once per long rest, you can summon a number of time clones up to the maximum as indicated by the Max Time Clones column of the Time Traveller table. Each clone costs 5 temporal energy to create, and lasts a number of turns equal to your current time traveller level, or 10, whichever is lower. Time clones act on your turn and can take any actions that you can besides summoning more time clones. Time clones have a maximum health equal to your maximum health divided by the number of clones you've summoned (rounded down). Whenever a time clone is destroyed, you suffer temporal feedback and you take 2d6 Force damage. To avoid this, you can use a free action on your turn to banish a clone. When a clone is banished, its remaining health is redistributed amongst the remaining clones. Rewind At 7th level, you gain the ability to rewind time with such precision that you can choose to protect creatures from the effects of doing so. Once per long rest, by expending 10 temporal energy as a reaction, you can rewind yourself or a chosen willing ally. You or your ally retain memory of the original action, and gain +4 AC and advantage on saving throws and skill checks for the rest of the turn. Alternatively, you can attempt to rewind an enemy. The enemy must make a INT saving throw against your Power save DC, being rewound on a failed save. The enemy's last action or attack does not occur, and they cannot act again until the next round. Fast-Forward At 7th level, you become able to move yourself forward in time to gain a glimpse of what might happen in the near future. Once per short rest, you can use a bonus action to fast-forward. When you fast-forward, you use the information you gain about the future to gain +2 AC and advantage on attack rolls for the rest of the round. Additionally, roll 1d20 whenever you fast-forward. On a 1, you or one of your allies must be knocked unconscious within the next 2 turns. The DM decides how this occurs, but it must occur unless the time traveler chooses to forgo the benefits of this ability and thus dismiss the possible future. Time Clone Example Valendros is a 6th level time traveller with 26 health. During a rough fight, he feels shorthanded and decided to call upon two time clones. He expends 10 temporal energy to create two clones, A and B, who each have 13 health. Both clones will last for up to 6 turns. The clones fight alongside Valendros and distract his enemies. As clone B subdues a bandit, and Valendros rescues a hostage, another bandit shoots A with his crossbow for 14 damage, reducing him to 0 health. Valendros takes 2d6 Force damage as A is destroyed as his timeline collapses. Wanting to spare himself further damage, Valendros banishes B on his next turn. Sustained Power At and beyond 9th level, whenever you take a short rest you can take ten minutes recharging your Chronoscope to regain 4d6 temporal energy. Additionally, you can now summon your time clones once per short rest rather than per long rest. Timeloop At 11th level, you learn the secrets of how time interacts with magic. You can use your newfound knowledge to extend the duration of a spell as long as both you and its caster are focused on it. At the GM's discretion some non-spell powers, such as a Barbarian's Rage, can be considered spells for the purposes of this power. For 10 temporal energy per spell level, you can extend any spell cast by a creature you see. This spell's duration can last as long as the creature maintains concentration on the spell, for up to twice the duration of the spell. By doubling the amount of temporal energy spent, you can sustain the spell without the creature that originally cast it. While sustaining a spell, you can take no other actions.

At 16th level, you can extend a spell to up to 3 times its original duration. Reset Timeline At 15th level, you figure out how to stretch a chronoscope's range to allow for more powerful time clones. While using your time clones, you can use a bonus action to replace a time clone. Replacing a time clone restores it to the health it started at, and refreshes its 10-turn duration. This costs 15 temporal energy per clone you choose to refresh. Rapid Recovery At 18th level, you gain the ability to stretch periods of a creature's personal timeline to give them more time per rest. Once per natural day, you can speed up a short. You can only do this when out of combat and in a safe area. Speeding up a short rest causes it to grant full benefits and take 2 minutes. To outside observers, it looks like you and your party are moving very quickly and frantically, an unseen blur. Additionally, once per week, you can speed up a long rest. To speed up a long rest, you must expend 10 temporal energy. Speeding up a long rest causes it to take a short rest's worth of time. You gain all benefits of a long rest, but may only regain 4d6 temporal energy. It takes a real rest to properly recharge your chronoscope. Battle Remix At 20th level, you gain near perfect mastery of the way times weaves around your clones. You are only limited by your faulty chronoscope now. You can now pre-record deadly attacks to unleash upon your foes at a more convincing time. During a long rest, you take a minute to rehearse a move. Choose any attack or combo whose duration is no more than one full turn. Make all of the necessary rolls for the combo, and note their results. Also note the cost of any temporal powers that the combo makes use of, as well as how many time clones it relies on. You can only have one move recorded at a time, which you can activate later in combat. In combat, you can play a move you recorded earlier by expending a bonus action at the beginning of your turn. You recreate the move or combo you recorded previously, using the values you rolled when you recorded the move originally. You can only do this if you have the required amount of time clones and temporal energy. This action takes your whole turn for this round. You can use this power once per long rest. Ability Score Improvement 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. Temporal Origins Because of the power and risk associated with time travel, very few time travellers are allowed to exist outside of an organization. Rogues are hunted, and put down, to protect time from needless meddling. The two major organizations are the Cult of Alpha and the Order of Omega, which maintain two very different styles of time travel. Cult of Alpha You and your fellow time travellers pride themselves on using time travel to intervene in history to direct it toward a better path. Much of your training is spent learning how to best leverage your ability to influence events in your favor, and using this power to create the best possible history. The Cult of Alpha worships the present and fears the power that a single moment can have on history as a whole. Flash Step When you take this archetype at 2nd level, you gain the ability to Flash Step. If you successfully dodge an attack, you can use your reaction to Flash Step. Flash stepping allows you to spend a reaction to rewind your timeline a short distance and move up to half of your movement speed before making an attack against a target within range. You then start your turn normally at that location. You may use this ability once per short rest. Time clones, if you have access to them, cannot flash step. Trace Timeline At 6th level, you become adept at tracking creatures by following their timelines through time. Once per long rest you can put a trace on a creature you can see. The trace lasts one week, or until you apply a trace on another target. You have advantage on Survival checks to track a traced target, and neither magic nor terrain can obscure them from you. If a target you are tracing has access to time travel, your trace may yield false information due to conflicting timelines. Combat Training At 10th level, the Cult of Alpha provides you with advanced combat training. You gain proficiency with medium armour and shields. Synchronized Strike At 13th level, you develop better coordination when fighting alongside your time clones. Once per turn, you can make a synchronized strike with one of your time clones. Choose a target that both you and your clone can hit, and an attack that both you and your clone can perform. You both have advantage on the attack's attack roll. Greater Flash Step When you reach 17th level, you develop a greater proficiency at coordinating your movement through time. When you flash step in the presence of your time clones, your time clones can flash step as well. They gain all of the original benefits, and can each flash step to different locations. Only you specifically dodging an attack may be used to initiate a Flash Step. Attacks dodged by time clones do not count for this purpose.

Order of Omega You're something between a historian and an explorer. You and the other time travellers in the Order simply seek to see as much of history as possible. You've received intensive training on how to explore time without disturbing it and changing the course of history. Your power is instead in using time travel with care and precision, making what is at most a subtle and delicate influence. The Order of Omega worships the natural resilience of time and fears the corruption that mortal will could introduce to history. Unwind Anguish When you take this archetype at 2nd level, you gain the ability to unwind a creature's anguish. If a creature that you can see has taken damage within the last round, you can spend a reaction to unwind the creature’s anguish. This heals the creature for 2d4 health. Alternatively, you can halve the health healed and instead opt to remove one negative status effect that is affecting the creature. You may use this ability once per short rest. The healing granted by this ability increases at levels 7 (3d4), 13 (3d6), and 18 (4d6). Chrono-Probe At 6th level, you've learned how to use your possible future-selves as probes to explore the terrain around you. Once per long rest, while you have your time clones active, you can use your time clones to make chrono-probe your surroundings. Choose a direction or path for each of your time clones to follow. Your time clones fan out along these paths, scouting ahead for you. The more time clones you use, the more area you can cover but the more vague the information you get back is. Time clones use your passive perception when exploring, and cannot handle complicated interactions on their own. They will instead report them to you, if they encounter any. Temporal Specialist At 10th level, the Order of Omega has granted you additional training in an intellectual discipline of your choice. This discipline grants you proficiency in an additional skill of your choice, and an additional temporal power of your choice. This power does not count against your maximum powers known. Historical Registries At 13th level, your chronoscope is outfitted with a vast registry of creatures and people from throughout the ages. Once per short rest, you can try to look a creature up in this registry to gain historical information about them (DM's discretion). If the creature is a person, make a History check with advantage. If it's a beast or monster, make a Nature check. The more historically important or notorious the creature, the more information you are likely to be able to find. Greater Unwind Anguish At 17th level, your mastery over the timelines of others increases. Once per long rest, you can use your chronoscope to amplify a use of Unwind Anguish to give it one of the following bonuses: Unwind Fatality: If a creature has died within the last round, you can rewind the creature's timeline and bring it back from the dead. The creature is stabilized at 1 health, but is unconscious. The creature maintains some sort of permanent scar from this death as it retains the experience of dying. One of its attributes, chosen by the DM, is reduced by 2. The creature does not receive the healing normally granted by Unwind Anguish. Cure Conditions: By opting to halve the healing granted by this ability, you can unwind all of a creature's negative status effects. Maximum Rewind: In addition to the regular healing granted by Unwind Anguish, the target gains half as much health as temporary health. This temporary health lasts until the next rest. Additionally, you can now use Unwind Anguish normally twice per short rest instead of once. Temporal Powers Temporal powers are one of the boons granted by a chronoscope. They represent something between a program and a spell which manipulates time around you to achieve various minor goals. All temporal powers are powered by temporal energy, of which your chronoscope can only hold so much. To use a temporal power, you must have enough energy to fully pay for its cost, and must also meet any other requirements it lists. Temporal powers list their costs in parentheses after their names. Power Descriptions The following powers are presented in alphabetical order. Although some powers have a temporal origin associated with them, a time traveller can learn any power without restriction. Temporal Powers Power Origin Absorb Cantrip Omega Accelerate Shot Alpha Chrono Decoy Omega False Twins Alpha Hasten Steps Omega Lockdown Alpha Loop Ammunition Alpha Low Blow Alpha Maximum Overdrive Alpha Mitigate Spell Omega Premonition Omega Quicken Mind Omega Rewound and Re-Armed Alpha Slow Thinking Omega Time Shift Omega Time Warp Omega

Absorb Cantrip (4) Using time to cut the duration of a minor spell down, you can mitigate or fully negate its effects. You can spend a reaction to cast this power and negate a cantrip cast against you or an ally within 5 feet. Accelerate Shot (8) By condensing the time of a projectile's flight, you can make it harder to dodge and thus more deadly. This makes you a great threat in ranged combat. As a bonus action, you speed up your projectile, making it a blur that's difficult to see. You gain advantage on the first ranged attack roll you make this turn. Chrono Decoy (12) Using your chronoscope to split a creature's past timeline, you create a decoy duplicate of the creature. The decoy is far more temporary and less stable than one of your time clones. You split a willing creature's past timeline to create a decoy image of it. This decoy acts on the creature's turn, and can only take the Move or Dash actions. It shares its AC with the original creature. If hit with an attack, its timeline destabilizes and it disappears. If it isn't hit with an attack, the decoy lasts 5 turns. False image is a bonus action. False Twins (7) Through careful timeline-looping, you duplicate a one-handed weapon you're holding into both hands. The weapon looks real enough, as long as you're focused on it. For the rest of the round, a one-handed melee weapon you're wielding is duplicated into your offhand. Only you can wield this duplicate, and you must activate this power at the start of the next round to sustain it. Hasten Steps (4) You slow time down around you to give yourself time to make a mad dash across the landscape. As a bonus action, you can make the dash action on your turn. Lockdown (40) You stretch and loop a short segment of you and a target creature's timeline, locking the two of you in a duel. As a bonus action, you can cast this power and choose a creature you can see as your target. It must make an INT saving throw against your Power save DC, with disadvantage. If it fails, your timelines become locked in a duel. For the duration of the duel, only you and your target creature act. Everything else, including all other creatures, are frozen in time and cannot be effected. The duel lasts for up to 4 turns, but ends early if one of you is knocked unconscious or if you choose to voluntarily end this power. Your time clones do not enter the duel with you, but you can summon time clones within the duel. These time clones disappear when the duel ends. Loop Ammunition (8-24) You repeatedly rewind and replay the timeline belonging to a piece of ammunition, allowing you to reuse it. As a bonus action, you loop the timeline of a piece of ammunition for three turns. During these turns, you can use this piece of ammunition without consuming any additional ammunition. The ammunition simply returns back to your weapon at the end of the attack. This power costs three times as much for magical ammunition, and may not work with all types of magic. Low Blow (20) You weave time around your blade, making it harder to dodge and allowing you exploit the smallest of openings. When you make an attack of opportunity, you can use this power as a reaction to instead make 2 attacks of opportunity with a melee weapon you're wielding. Maximum Overdrive (14) When you make the Move action this turn, you can move up to three times your maximum movement speed. Attacks of opportunity have disadvantage against you for the duration of this movement. Mitigate Spell (35-75) By spending 5 temporal energy per spell level, plus an additional 30 temporal energy, you can mitigate a spell's effect as a reaction. Make a temporal attack roll contesting the spell attack roll. If the spell has a save DC, contest that. On a success, the spell fails. If the spell's level is higher than 5, you have disadvantage on the attack roll. Premonition (6) Looking a moment ahead into the future, you look ahead into the future of a specific creature to see what it might do next. As a bonus action, choose a creature you can see. You see possible attacks or actions that that creature could make on its next turn, allowing you to brace yourself. Until your next turn, you have +1 AC against attacks made by that chosen creature. Quicken Mind (20) By speeding up the rate of a creature's thoughts, you grant it a temporary boost of intelligence. Choose a mental attribute (WIS, INT, or CHA), and a willing creature. Make a temporal attack roll against that creature's mental attribute. If your roll exceeds that chosen attribute's current score, that score is increased by +3 for the next 5 turns. This power can stack multiple times, but subsequent castings use the attribute's new score as the target for temporal attack roll, increasing difficulty. Rewound and Re-Armed (8) When an enemy would disarm you of a weapon you are holding, you can spend a reaction to move the weapon back into your hand. Your hand must be free for this to be possible, and you cannot be grappled. Slow Thinking (15) By slowing down the rate of a creature's thoughts, you temporary muddle its mind. Choose a creature you can see, and make a temporal attack roll against its highest mental attribute. If the attack succeeds, each of its mental attributes are decreased by 1 for the next 5 turns. This power can stack multiple times, but cannot reduce a creature's mental attributes below 6.