This is a class for an up-coming mini-setting I will be publishing. Thought I’d share.
Time Chronicler Class
“Behold the clock face of the Time Queen; she who is alive and dead, born yet unborn; she who always is, and yet never existed! I shall study, discover, and try to understand- all for her!”
Time Chroniclers hail from the Realm of Time and are obsessed with recording events that have come to pass, yet to pass, and ones that have passed and can be changed. Time Chroniclers adventure to discover new histories, temporal distortions, alternate timelines, and search for spells and books with magical properties dealing with time.
Time Chroniclers are enigmatic and view the passage of time and its strange effects in a bemused, calculating way.
Weapons, attacks, and saves as thief/rogue and wear up to leather armor.
Improved Initiative: A Time Chronicler receives +4 to their initiative score. If using group initiative (IE. 1d6 per side) roll 2d6 and take the higher of the two when a Time Chronicler is in the party.
Read Scroll– The Time Chronicler is able to read magical scrolls as the thief/rogue class of equal level.
Time Chronicler Powers:
The Time Chronicler is able to use powers that bend the will of time. A Time Chronicler can use any of these 8 powers, but only a limited number of times per day (see below).
1st-2nd– 1; 3rd-4th– 2; 5th-6th– 3; 7th-8th– 4; 9th+– 5
Aging Touch: Able to touch a target and age them for 2d6 years if they fail a Constitution-based save. Target suffers -2 to all rolls for 24 hours due to the shock. Alternatively a Time Chronicler is able to cause a flux within themselves, rejuvenating their body, becoming 3d6 years younger. Doing so is taxing; a Time Chronicler is unable to use any of their abilities for 1 month after rejuvenating.
Glimpse of the Future: The Time Chronicle is able to see an event that will affect them in the near future (no more than 24 hours) and are able to alter the event. Mechanically this means what when a Time Chronicler fails a roll, they can declare this is the event they “knew” about and automatically succeed.
Haste: A Time Chronicler causes the touched target (including self) to become quickened and move faster. A hastened target moves 10’ faster and gains a second action per round.
Slow: A Time Chronicler touches a target (Wisdom-based save to negate) causing them to become slow. The target’s movement speed is reduced by 10’ and they are only able to take either a movement action or attack action and no free actions.
Negate Wound: The Time Chronicler is able to reach through the veils of time and erase damage that has injured them, healing 1d6/level damage. Alternatively a Time Chronicler is able to reach through the veils of time and erase the effects of a poison, disease, or curse that is affecting them. Removing an affliction is taxing. Canceling poisons results in the Time Chronicler being unable to use any of their abilities for two days. Canceling diseases results in the Time Chronicler being unable to use any of their abilities for one week. Canceling curses results in the Time Chronicler being unable to use any of their abilities for one month.
Temporal Jaunt: The Time Chronicler speeds themselves up so they flash in and out of time, appear in another location 10’/level.
Temporal Flux: The Time Chronicler causes their body to exist in a state of several times, making them harder to hit. Increase their armor by +4 for 1 hour.
Stop Time: The Time Chronicler is able to touch a target and freeze them in time for 1 round/level. The target is considered helpless and can be killed, etc. Once the duration has ended the target resumes normal time as though nothing had happened. The target is allowed a Wisdom-based save to avoid the effect.
Time Domain for Cleric
Clerics who follow the Church of Time and adhere to the teachings of the Time Bishop are able to wield a few extra abilities.
Haste: A cleric can become quickened and move faster. A hastened cleric moves 10’ faster and gains a second action per round.
Temporal Initiative (3x/day): A cleric can touch a target (including self) and either speed their initiative order up to being first or slow them down to being last (lasts whole combat, no rerolling initiative). Targets are allowed a Wisdom-based save to negate.