Timelocked (5e Class)
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- 1 Timelocked
- 1.1 Timelocked Race
- 1.2 Timelocked Descendant
- 1.3 Creating a Timelocked
- 1.4 Class Features
- 1.4.1 Hit Points
- 1.4.2 Proficiencies
- 1.4.3 Equipment
- 1.4.4 Spellcasting
- 1.4.5 Timelocked Spell List
- 1.4.6 Ability Score Improvement
- 1.4.7 Path Of Protection
- 1.4.8 Time Energy
- 1.5 Paths of Protection
- 1.6 Other Info
You are part or descended from a race know as the Timelocked. They are known for watching over time and keeping a eye on things. For whatever reason you are where you are now, your mission as this class is to spread your group's will across time.
Also keep in mind that you must be part or related by 2 generations to the Time Cop Race in order to become one. Being this race does not mean you must be one however This Race looks like a pale human. You add +2 Intel and +1 Dex instead of +1 to everything like a human, and you also reach what is considered a adult at the age of 25, and are expected to live up to 250. Everything else is the same to a human however.
Being descended means you are any race that has had a timelocked as a parent or grandparent, and also gives you the ability to be this class. You get +1 Dex and -1 Str to add on to whatever race you are, and you also get +10 years to your lifespan.
Creating a Timelocked
Timelockeds are usually part of a big organization or group of time. Try to think about what has happened with that group. Have they gone rogue and left them? Is their appearance now a mission gone wrong? Also note that you do not have full control over yourself from any instance of time. Is there a reason for this?
You can make a Timelocked quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Strength (depending on how you choose to play this class). Second, choose the Soldier, Cloistered Scholar,or any Science background.
As a Timelocked, you gain the following class features.
Hit Dice: 1d8 per Timelocked level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Timelocked level after first
Armor: Light armor, Splint
Weapons: Futuristic Weapons
Saving Throws: Intelligence, Dexterity
Skills: Choose three from Stealth, Animal Handling, History, Insight, Perception, Arcana, Template:5ed, Template:5ed.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Stun Baton, (b) Laser Pistol & Power Pack(35 uses)
- (a) Dungeoneer's Pack, (b) Scholar's Pack
- Studded Leather Armor
- 80 gold
|—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Path Of Protection||—||2||1||2||—||—||—||—||—||—||—||—|
|2nd||+2||Time Energy,Path of Protection||3||3||1||3||—||—||—||—||—||—||—||—|
|3rd||+2||Path of Protection||3||4||2||3||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||5||2||3||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||8||9||3||3||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||12||11||3||3||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||16||12||4||3||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||19||13||4||3||3||3||3||3||2||1||1||1|
Your training in the past or as a child has given you the ability to do certain arcana spells. As a Timelocked you have also been infused with ways to change your spells power that will be unlocked in future levels
The Timelocked table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these timelocked spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells known at 1st Level and Higher
You know 2 1st level spells from the timelocked spell list.
The Spells Known column on the Timelocked table shows how many spells you know per level. Each spell must be of a level that you already have a spell slot for. For example, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, you may swap out a spell you already know for a different spell on the timelocked spell list, which also must be of a level for which you have spell slots, every time you gain a level as this class.
Intelligence is your spellcasting ability for your timelocked spells. This is because as a timelocked in the past you been trained or have had training past down through blood of the knowledge of how to cast spells by bending time to cause the spell you have knowledge of. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Timelocked Spell List
You can learn all the spells on this Timelocked spell list and additional spells based on your Path. Any custom spells should be shown at the bottom of the page.
<!-5th level spell list->
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase a 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.
Path Of Protection
At level 1 you choose your Path of Protection that you have been trained in or inherited. This awards you features at 2nd level and again at 3rd, 6th, 12th, 16th, and 20th level.
Time Energy is a Timelocked's main source of power. You unlock it at level 2 and start with 3 Time Energies. Look at the Time Energy Column on the Timelocked table to see how much you have each level. You use these for most of the abilities given to you by your Path of Protection, but you may also use them to make a spell slot up to level 3 as a bonus action(lose after a long rest). The amount they cost is the chart under this text.
|Creating Spell Slots|
|Spell Slot Level||Sorcery Point Cost|
If you reach 0 Time Energy, then you start to flicker out of time a bit and become transparent. For 2 minutes after this happens you are unconscious. You have -5 on all rolls and can not cast any spells except Cantrips. For 2 hours after this happens you can not be hit or damage by any normal or magic means until after the duration or you take a rest. You go to your level maximum after a long rest, and half after a short rest(Round Down).
Paths of Protection
When you become a Timelocked, you must choose what it is that you want to be spread through time. There are 2 options, you can bring order and justice(Lawful) or mayhem and wildness(Chaotic). This will be decided by your Alignment choice of Lawful or Chaotic, if you are Neutral, you can choose one of the two.
As a Lawful Timelocked, before you were lost in time you were one who tried to keep law and defend it throughout time. This Side has used their time to try to fine tune their powers. Making them not the strongest, but hold much more control over their abilities.
This is a ability that at the cost of 2 time energy can allow you to at the end of your turn make it so one lethal attack will not hit you. You will fade out of that time frame into after the attack has taken place. This effect will last until the start of your next turn. You gain this ability at level 2
With this ability you use 2 time energy to look a few seconds into the future before your attack. Use this as a bonus action and add 1d4 per your Timelocked level to your next attack roll this turn. However, if that attack hits subtract 4 from the damage. You gain this ability at level 3
As a Chaotic Timelocked, you were one of those who tried to keep and spread chaos wherever in time you could before you become stuck. The Chaotic side has taken to find more powerful ways to use their abilities, but because of this there is always a chance they will not be able to handle the power.
This ability lets you, at the end of your turn, use 1 time energy to try to glitch out of the time frame in which the next attack that hits you is made until the start of your turn. When the attack roll hits you, roll a d20 and if it's a 16 or higher, then you glitch back into time before the attack is over and it still hits you. You gain this ability at level 2
You use this ability as a bonus action. Once you use it you go a few seconds into the future to find the most lethal place possible to hit your enemy. On your next attack this turn if it hits add 1d4 per your Timelocked level to the damage of that attack. However, being so focused on 1 place makes it easier for your foe to dodge, so subtract 4 from the attack. You gain this ability at level 3
1st Level, use action. Time around slows down for a short period of time. Until the end of your next turn you have Advantage on attack rolls, saving throws, actions, and creatures of disadvantages when attacking you.