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Quick Build

Timekeeper You can make a Timekeeper quickly by following these


A wizened gnome pulls a watch out of his pocket. Checking it, suggestions. First, Intelligence should be your highest ability
he makes a noise of disgust. Then, in the blink of an eye, the score, followed by Dexterity. Second, choose the sage
gnome disappears, and the watch sits on the ground, background.
unmoving.
A youthful elf sits next to a badly injured human in a hut. As Class Features
the human rants about how the gods have forsaken him, the
elf lays a hand on him, and his wounds mend. As the Timekeeper you gain the following class features.
A gruesome orc prepares to swing a battleaxe as a dwarf
takes a deep breath. As the orc swings, he suddenly falls to Hit Points
the ground, for the dwarf's magic caused him to wither into a Hit Dice: 1d6 per Timekeeper level
husk of what he was. Hit Points at 1st Level: 6 + Constitution modifier
These are all examples of a Timekeeper, an arcane caster Hit Points at Higher Levels: 1d6 (or 4) + Constitution
that draws on supernatural power to change the tapestry of modifier per Timekeeper level after 1st
fate. Whether rewriting history or causing a creature to
rapidly age, all Timekeepers focus on a special form of magic Proficiencies
to manipulate time. Armor: Light Armor
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light
Everlasting Life Crossbows, Maces, Spears, Clubs
The Timekeeper is all but immortal. The power within them Saving Throws: Dexterity, Intelligence
is strong enough that they don't have to worry about rotting Skills: Choose two from Acrobatics, Arcana, History,
away. However, should the Timekeeper die of injury, their Investigation, Insight, Perception, and Stealth.
mind will be lost as well, and their knowledge will be lost Equipment
until the next Timekeeper discovers it. Nobody knows how You start with the following equipment, in addition to the
they obtain their strange power, or what their purpose in the equipment granted by your background:
world is. People in the Forgotten Realms have only heard of
Timekeepers through fable and legend. (a) a spear or (b) a quarterstaff
(a) a scholar's pack or (b) an explorer's pack
Unique Power (a) a light crossbow and 20 bolts or (b) two daggers
At first glance, the Timekeeper may look like any other an arcane focus and leather armor
arcane spellcaster. However, the strength in the power that
the Timekeeper wields is largely unknown, even to the
Timekeeper themself. This unique temporal energy can be
used to bend or even break reality. This source of power also
makes the Timekeeper unique; there can never be more than
one Timekeeper in the world at a time, as having multiple
people pulling time in different directions could shatter it.
Talk with your DM to make desicions about your character's
place in the world.
Creating a Timekeeper
As you create your Timekeeper, think about your source of
power and relationship with the world. Were you born into
the material plane, or did your life start on another plane, or
perhaps somewhere stranger still? Did you come into contact
with a magical item that opened your mind past mortal
comprehension? Or maybe you stepped through a rift to the
unknown and came back changed. The most important thing
to remember when creating an Timekeeper is that they are
unique, and it's likely they have gotten their power for a
reason.
It's also important to consider how your character feels
about the material plane, and why they chose to adventure.
Maybe you're trying to avert a major disaster that your
otherworldly knowledge has forewarned you of, or maybe
you're here to guide someone else on the path to their destiny.

Classes | Timekeeper
1
Credit: Tira-owl
The Timekeeper
Level Proficiency Bonus Maximum Strain Strain Points Talents Features
1st +2 2 3 2 Delayed Healing, Temporal Magic
2nd +2 2 3 2 Temporal Path
3rd +2 2 4 2 Refocus (one use)
4th +2 2 4 3 Ability Score Improvement
5th +3 3 5 3 Improved Reaction
6th +3 3 5 3 Temporal Path Feature
7th +3 3 6 4 Force of Will
8th +3 3 6 4 Ability Score Improvement
9th +4 4 7 4 Refocus (two uses)
10th +4 4 7 5 Temporal Path Feature
11th +4 4 8 5 Mind's Eye
12th +4 4 8 5 Ability Score Improvement
13th +5 5 9 6 Superior Talent
14th +5 5 9 6 Temporal Path Feature
15th +5 5 10 6 Refocus (three uses)
16th +5 5 10 7 Ability Score Improvement
17th +6 6 11 7 Superior Talent
18th +6 6 11 7 Temporal Path Feature
19th +6 6 12 8 Ability Score Improvement
20th +6 6 12 8 Rewind

Strain Points
Your mind can only take so much strain over the course of a
Delayed Healing battle. You have a number of Strain points based on your level
Beginning at 1st level, you recieve magical healing one turn to represent how much stress you can put on your mind over
after it would normally affect you. Your soul is out of sync the course of a battle. The number of Strain Points you have
with time, so you are distanced from magical healing. is detailed under the "Strain Points" column of the
Additionally, you cannot gain resistance or immunity to Timekeeper table. You regain all of your Strain Points at the
psychic damage from any source. end of a short or long rest.
Temporal Magic Arcane Talents
Talents are mental disciplines that allow the Timekeeper to
As a Timekeeper, you use a strange power to influence the rewrite reality with the power of their mind. To use a talent,
material world. You can use Strain points to perform Talents. you must be wielding an arcane focus. You start with the
Time's Toll talent, as well as two more talents of your choice.
Focus You gain more talents as you level up, as shown by the
Using your arcane power takes two steps: focusing on the "Talents" column of the Occultist table. When performing a
physical world and changing reality through an arcane talent. talent, you can only spend a number of strain points on it
As an action on your turn, you can gain your focus. You must based on your level. This is shown in the "Maximum Strain"
be wielding an arcane focus in order to gain your focus, and column of the Timekeeper table. If a talent makes you cast a
you cannot be wearing armor other than light armor or a spell, you use intelligence as your spellcasting ability.
shield. You also cannot be raging, concentrating on a spell, or
wielding a two handed weapon. You keep your focus until the
end of your next turn. If you attempt to gain your focus while
within 5 feet of another creature, you immediately take
psychic damage equal to your level.

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Talent Ability Rewind
Intelligence is your casting ability for your Arcane Talents. At 20th level, you learn how to rewind time when something
You use your Intelligence modifier when setting the saving goes horribly wrong. You learn the Rewind talent, detailed at
throw DC for a psionic discipline or when making an attack the end of this class description. Additionally, you gain a +2
roll with one. bonus to intelligence, and your maximum for intelligence
Talent Save DC = 8 + your proficiency bonus + becomes 24.
your Intelligence modifier
Talent attack modifier = your proficiency bonus + Temporal Paths
your Intelligence modifier While the Timekeepers all have certain commonalities, there
Temporal Path are two main groups that the Timekeepers of legend can be
When you reach 2nd level, you find a unique way to apply seperated into: The Path of the Timeline Weaver, and The
your strange knowledge. Choose between the Path of the Path of the Fate Hewer. The Timeline Weavers focus more on
Timeline Weaver or the Path of the Fate Hewer, both detailed the uses of crossing timelines, while the Fate Hewers prefer
at the end of this class description. Your choice grants you to cut time into pieces as they please.
additional features at 6th, 10th, 14th, and 18th level.
Path of the Timeline Weaver
Refocus Your path is one of raw energy and psychic power. Timeline
At 3rd level, you have gained a heightened ability to retain Weavers are more bookish and distant than Fate Hewers, and
your focus after performing a talent. Immediately after your prefer to stay in the back of battles. Their most notable ability
focus is expended, you may regain it. You may use this ability is to cross timelines in order to project a duplicate of
once per short rest at 3rd level, twice per short rest at 9th themself into the fray.
level, and three times per short rest at 15th level.
Cross Timelines
Ability Score Improvement Starting at 2nd level, you gain the ability to create an echo of
yourself from an alternate timeline. As a bonus action on your
When you reach 4th level, and again at 8th, 12th, 16th, and turn, choose an unoccupied space within 30 feet of you. A
19th level, you can increase one ability score of your choice duplicate of yourself in that space. While the duplicate is
by 2, or you can increase two ability scores of your choice by active, you can perform talents as if you were in that space.
1. As normal, you can't increase an ability score above 20 The duplicate can be attacked as if it were a creature. It's
using this feature. armor class is equal to your armor class, and it has hit points
equal to your level + twice your intelligence modifier. You can
Improved Reaction move your duplicate up to your speed as a bonus action. If it
At 5th level, your exposure to temporal magic causes your is destroyed, you take psychic damage equal to 1d4 times
reflexes to become unnaturally fast. You can now take two your level, and cannot use this feature again until you take a
reactions on your turn instead of one. These reactions must long rest. You can dismiss the duplicate as a bonus action,
be used for two different things; for example, you couldn't and if you move more than 60 feet away from it, it disappears.
perform Timely Mistake, and then later perform Timely Additionally, you can gain your focus and cast talents without
Mistake again before the start of your next turn. requiring an arcane focus.

Force of Will Heightened Awareness


Starting at 6th level, your duplicate's knowledge becomes
By 7th level, you have gained heightened mental defenses. more accesible to you. If the duplicate would be destroyed,
While you have your focus, you can add your proficiency and you have your focus, you may immediately expend your
bonus to wisdom saving throws. focus to dismiss your Projection before it takes damage.
Additionally, you can see and hear through your duplicate as
Mind's Eye if you were in its' space.
At 11th level, you gain increased knowledge about the near Augmented Talents
future. You gain the following two benefits. Starting at 10th level, Arcane Talents grow more powerful.
While you have your focus, you have blindsight out to 30 When you deal damage with an arcane talent, choose one of
feet. the following effects.
You can cast the Divination spell as a ritual. When you cast The target must make a constitution saving throw against
this spell, you tap into the knowledge you subconciously your talent save DC or be knocked prone.
have, rather than contacting a god. The target is unable to take reactions until the end of your
Superior Talent next turn.
Each enemy within 5 feet of the target takes necrotic
At 13th level, you learn a greater Arcane Talent. These talents damage equal to half your intelligence modifier, rounded
are detailed at the end of this class description. You gain an up.
additional Superior Talent at 17th level.

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Unconcious Control Temporal Reversion
When you reach 14th level, your can continue fighting At 18th level, you learn how to rewind your body to a time
through your duplicate when you are unconcious. While you when it was less hurt. As a bonus action on your turn, you
are unconcious, and your duplicate is active, you may expend Strain points to regain hit points. The amount of hit
continue fighting through your projection until you die, or points you regain is equal to 8 multiplied by the number of
your duplicate is destroyed. During this time, you may only Strain points you spent. When you spend Strain points in this
use talents through your duplicate, and you can only spend way, you can't regain them until you finish a long rest.
actions focusing, performing talents, or dismissing your
duplicate. You still need to make death saves.
Arcane Talents
Mind over Body Arcane Talents are mental disciplines that Timekeepers
At 18th level, you learn how to channel the energy in your perform in order to effect the flow of time. Some Disciplines
physical body into your magic. As a bonus action on your are usable by all Timekeepers, and some are locked behind
turn, you can regain any number of Strain points. In the two paths. All disciplines have different action uses, and
exchange, your current hit points and hit point maximum is most require focus.
reduced by an amount equal to your level multiplied by the
amount of Strain points you regained. Basic Talents
Path of the Fate Hewer Basic talents are the first talents that the Timekeeper learns,
just as they begin to discover their great power. These talents
The Fate Hewer Timekeepers are much more concerned with represent techniques that the Timekeeper has learned
the physical world than the Timeline Weavers. They have intuitively, and has not had to research or contemplate.
greater martial training, and prefer to be close to the action of
the fight rather than far away. They all pick a single weapon Time's toll
that they perfect the use of in conjuction with their mind. Action: Bonus
Fate Hewers quite literally cut reality to shreds. Range: 10 feet
As a bonus action on your turn, you may expend your focus to
Martial Adept make a talent attack roll agains an enemy. On a hit, that
Starting when you take this path at second level, you are enemy takes 1d6 + your intelligence modifier necrotic
much tougher than your mental acuity would suggest. You damage. This damage increases to 2d6 at level 5, 3d6 at level
gain proficiency in simple weapons, and a single one handed 11, and 4d6 at level 17.
martial melee weapon of your choice. When making attacks
with weapons you are proficient with, you may chose to add Time Heals All Wounds
your intelligence modifier, rather than your strength modifier, Action: Bonus
to attack and damage rolls. Additionally, you can use weapons Range: Touch
you are proficient with as an arcane focus. As a bonus action on your turn, you may spend 2 strain points
to cast cure wounds as a first level spell, targeting another
Shield of the Mind creature. You can spend additional strain points to increase
Starting at 6th level, you become much more difficult to kill. the spell's level by one for each additional point spent.
You gain hit points equal to your Timekeeper level, and Additionally, if the target is poisoned, they may immediately
whenever you gain a level in this class, you gain an additional make a saving throw against that poison. A creature that has
hit point. Additionally, While not wearing armor other than benefited from this talent cannot do so again until it finishes
light armor, not using a shield, and wielding a weapon you are a long rest.
proficient with, you have a +2 bonus to AC.
Temporal Reversal
Bladed Talents Action: Reaction
Starting at 10th level, your arcane talents grow more Range: 10 feet
powerful. Whenever you deal damage with an arcane talent, Trigger: You are hit by a melee attack
you may immediately make a melee attack with a weapon you When you are hit by a melee attack, you can warp the
are holding. timelines to phase into a closeby space, with broken time
hurting the creature that hit you. You may immediately
Temporal Mark expend your focus and two strain points to teleport to an
Beginning at 14th level, enemies hit by your weapon attacks onoccupied space within 5 feet of you and force the triggering
become out of sync with normal time. After dealing damage creature to make a dexterity saving throw. On a failed save,
to an enemy with a melee weapon attack, that enemy must that creature takes 2d8 force damage, or half that on a
make a constitution saving throw against your talent save DC succesful one. You may spend additional strain points to do
or become marked by you. Marked enemies have their speed more damage, adding 1d8 per strain point expended, up to
reduced by 10 feet, and take necrotic damage equal to your 7d8.
intelligence modifier if they move out of your threatened area.
This mark lasts until the end of the target's next turn, or until
you choose to mark a new creature.
Inevitable Fall Out of time
Action: Reaction Action: Reaction
Range: 30 feet Range: 30 feet
Trigger: an enemy you can see misses an attack Trigger: a creature's hit points drop below a threshold
When you see an enemy miss an attack, you can immediately When an creature you can see is dropped below a number of
expend your focus and one strain point to make that attack hit points equal to half your level + your intelligence modifier,
hit an enemy within 5 feet of the intended target. If the but not killed, you can immediately expend your focus and at
original attack roll would hit that enemy, then that enemy least one strain point to kill that creature. You regain hit
takes the attack's normal damage. By expending additional points equal to 1d8 multiplied by the number of strain points
strain points, you can cause the attack to deal an additional spent.
1d6 damage multiplied by the number of additional strain
points spent, up to 5d6. Rapid Exhaustion
Action: Reaction
Quickened Step Range: 30 feet
Action: Bonus Trigger: an enemy casts a spell When you see an enemy finish
Range: Self casting a spell, you may immediately attempt to put them to
As a bonus action on your turn, you may spend 2 strain points sleep by expending your focus and 2 strain points. Roll 4d8,
in order to increase your speed by 15 feet until the end of plus an additional 2d8 for each additional strain point you
your turn. While this speed increase is active, enemies have spend. If the total of the dice you rolled is greater than the
disadvantage on opportunity attacks against you. target's current hit points, they become unconcious until they
take damage, are shaken awake by another creature, or one
Duplicated Assailant minute passes.
Action: Reaction
Range: 30 feet Reposition Duplicate
Trigger: an ally hits an enemy in range with an attack Prerequisite: Timeline Weaver Path
When you see an ally hit an enemy in range with an attack, Action: Reaction
you may immediately expend your focus and one strain point Range: 30 feet
to cause that attack to deal an extra 1d6 damage, and the Trigger: you or an ally is hit with a melee attack
target must make a wisdom saving throw or be dazed until When you or a willing ally is hit with a melee attack, you can
the start of your next turn. You may spend additional strain immediately expend your focus and 1 strain point to teleport
points in order to deal an extra 1d6 damage per additional the target and your duplicate, switching their places. Your
strain point expended, up to 6d6. duplicate takes damage instead of the intended target.
Timely Mistake Time to Strike
Action: Reaction Prerequisite: Timeline Weaver path
Range: 10 feet Action: Reaction
Trigger: an enemy hits you or an ally with an attack that did Range: 30 feet
not have advantage Trigger: an ally drops below 1 hit point as the result of a
When you see an enemy hit you or an ally within range, you melee attack
can immediately expend your focus and 2 strain points to When you see an enemy knock an ally unconcious with a
force the enemy to reroll the attack, taking the lower result. If melee attack, you can immediately expend your focus and 2
the attack misses, you immediately regain your focus. strain points to allow that ally to immediately make a melee
weapon attack. If the attack hits, you immediately regain
Time's Shield focus.
Action: Reaction
Range: Self
Trigger: an enemy makes an attack roll against you Hastened Dash
When an enemy makes an attack roll against you, you may Prerequisite: Fate Hewer Path
spend 2 strain points to cast Shield as a first level spell. Action: Reaction
Range: 30 feet
Rewrite Assault Trigger: An ally is hit with a melee attack
Action: Reaction When you see an enemy hit an ally with a melee attack, you
Range: 10 feet can expend your focus and at least one strain point to warp
Trigger: an ally misses a weapon attack timelines, phasing to your allies aid and hurting their
When you see an ally miss a weapon attack, you can assailant. You teleport next to the triggering enemy and make
immediately expend your focus and 2 strain points to allow a talent attack roll against them. On a hit, you deal 2d8 force
them to reroll the attack. If the attack hits, they gain 2d6 damage, plus an additional 1d8 damage for each additional
temporary hit points. You can spend additional strain points strain point you spend.
in order to increase the amount of temporary hit points your
ally gains. For every additional strain point you spend, they
gain an additional 1d6 temporary hit points.

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Quicken Bleeding Temporal Arcana
Prerequisite: Fate Hewer path Action: Reaction
Action: Bonus Range: 30 feet
Range: 60 feet Trigger: an ally casts a spell
You may expend your focus and at least 1 psi point to make Once per long rest, when you see an ally cast a spell, you can
an enemy that you previously hit with a weapon bleed. That immediately expend your focus and 4 strain points to make
enemy takes 1d6 + your intelligence modifier necrotic them not lose a spell slot of that level.
damage. That enemy must make a constitution saving throw
or be staggered until the end of your next turn. The damage Time Shift
increases by 1d6 for every additional strain point you spend, Action: Bonus
up to 4d6. Range: 60 feet
Once per long rest, you may spend a bonus action to attempt
Time Blur to steal an enemy's haste. The target must make a wisdom
Prerequisite: Timekeeper level 5 saving throw. On a failed save, they act as if they were under
Action: Bonus the effects of a slow spell, and you act as if you were under
Range: Touch the effects of a haste spell. These effects last for one minute
As a bonus action on your turn, you may expend your focus or until the target succeeds on a saving throw.
and 3 strain points to cast Blur.
Temporal Reawakening
Action: 10 minutes
Stasis Lock Range: Touch
Prerequisite: Timekeeper level 5 Once per long rest, you may expend 4 strain points to cast
Action: Bonus Raise Dead without expending material components. After
Range: 30 feet casting Raise Dead in this way, you lose the ability to gain
As a bonus action on your turn, you can expend your focus your focus until 24 hours have past.
and 3 strain points to lock an enemy into stasis. Choose a
creature within 30 feet of you. They must succeed on a Temporal Banishment
wisdom saving throw or be paralyzed until the end of your Action: 1 action
next turn. While they are paralyzed in this way, you cannot Range: 15 ft cone
gain your focus. Path: Fate Hewer
Once per long rest, you may expend 4 strain points to cast
Superior Talents banishment against every creature within a 15 foot cone in
Superior talents are similar to basic talents, but are gained as front of you. Casting banishment in this way does not require
a result of continued exposure to worlds beyond, and are concentration, and it cannot send outsiders back to their
more powerful than basic talents. However, they can only be home plane permanently.
performed once between long rests.
Desynchronize Duplicate
Out of Time Action: 1 action
Action: Reaction Range: 5 ft radius burst
Range: 5 feet Path: Timeline Keeper
Trigger: You drop to 0 hit points or fewer Once per long rest, you can spend 4 strain points to
Once per long rest, when you drop to 0 hit points or fewer, desynchronize your temporal duplicate, causing it to violently
you may immediately expend your focus and 4 strain points explode in a wave of broken time. Each enemy within 5 feet
to force a random enemy within 5 feet of you to make an of your projection must make a wisdom saving throw or take
intelligence save or take 8d6 necrotic damage. On a 6d6 force damage and be staggered until the end of your next
successful save, the enemy takes half of that damage. This turn, taking half damage and no stagger on a successful save.
damage increases to 10d6 at 16th level, and 12d6 at 19th This damage increases to 9d6 at 19th level.
level.
Reset Magic
Action: Reaction
Range: 30 feet
Trigger: an enemy casts a spell
Once per long rest, when you see an enemy cast a spell, you
can immediately expend your focus and 4 strain points to
stop the casting of the spell. The triggering enemy must make
a constitution saving throw or the spell fails, and material
components are not expended. If the spell fails in this way,
you regain a number of strain points equal to 1/2 of the spell's
level.

6
Master Talent
The Master Talent, Rewind, is the epitome of temporal magic.
It allows the timekeeper to turn back time, keeping their
memories and allowing them to change fate.
Rewind
Action: Reaction
Range: Through all of space
Trigger: Something terrible happens
Once per week, when something goes terribly wrong, the
Timekeeper can immediately expend their focus to rewind
time by 5 minutes. Only the Timekeeper remebers what
happened before, and all die rolls remain the same when they
are used in a similar context. The Timekeeper can use this
ability after they die once, traveling across the planes to
change fate.

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