Time Lord
The Time lords are a rare race known for their intelligence and ability to come back from all but the most brutal of deaths. They are usually quick witted, calculating, and extreme in their beliefs.
Constantly changing
A Time Lord does not think of the world in a static way, but instead as a constant fluxuation of time and space. This viewpoint on life mostly coming from how many different forms a Time Lord might go through in their life.
A Time Lord will change 6 times in their life, unless they are brutally killed in someway, or during their regeneration. During this time a Time Lord might appear like a dozen different races, sizes, heights, and genders. Nothing about a Time Lord is considered permanent to them. They feel attached to no one gender, race, or appearance.
Outside Time and Space
Most Time Lords become wizards, learning the arts of time and space, and traveling among it for years. Even with their ancestral home planet destroyed, many Time Lords are obsessed with the idea. Some who escaped from it even still possess their own TARDIS, a machine meant for this travel, but most do not.
A Time Lord though, no matter if they do follow this path or not, does not experience time and space within the same way as other creatures. For them, time is experienced without context. They are aware of the past and present, and that events happened before each other, but unless a Time Lord has kept careful track of their life and experiences, they could not even begin guessing how much time they've experienced.
Time Lords usually have a rough guess of how much they have experienced, but this is usually based only on how much they remember. And a Time Lord only remembers what they want to. A Time Lord may say they're 700 years old, when in fact they're 2000, but a little over a thousand years of their life were completely uneventful and boring. A Time Lord who thinks their life was absolutely boring and horrible might swear they are only 5 years old, at 1000 years old, because 5 years is the only amount of time they remember.
Wanderlust and order
Time Lords bore easily, especially those leftover from the destruction of their ancestral home planet. This has led to a split in the remaining Time Lords. Those who band together, and stick to the old ways for comfort: studying, learning, and figuring out the world and life as best they can; and those who abandon them: traveling the world and seeking something to fill their seeming eternity of life with.
Due to their perception of time, a Time Lord who does not enjoy their time in life will feel themselves to be much younger, and that their life has passed unusually fast. This means Time Lords will go out of their way to enjoy themselves, even if it makes them seem insane to those around them. Those Time Lords who merely enjoy art and learning though will find themselves much more subdued and laid back in their life.
Time Lord names
In Time Lord tradition, a name holds great power. They believe that someone who holds their name holds the very essence of their body, soul, and mind, and will only share their name with someone they absolutely love and trust, and have done so for a while.
Even the best friend of a Time Lord, traveling with them a hundred years, might never hear the Time Lord's true name. Counter wise, a Time Lord of great romance might give their true name upon their wedding night or an anniversary, though this is not even guaranteed.
Instead, many Time Lords will pick titles of their choice. This being used in order to express how they see themselves, or how they wish to be viewed.
Some examples of Time lord titles: The Cleric, The Lord, The Scholar, The Warrior, The Killer, The Lady, The Forgotten, The Regretful.
Once a Time Lord has chosen a title, they do not change it their whole lives, except to maybe change it for proper gendering if needed; however, a Time Lord will abandon a title in shame if they feel they no longer fit it. A Time Lord going by "The Healer" might abandon it and take on a nick name of sorts if they begin causing more pain than they fix. Likewise, a Time Lord, who as a bloody conquerer early in life chose the title "The Conquerer", might take up a simple human name as they become good again.
Subrace
Time Lords hold 3 subraces, which they might switch between during regenerations. These most clearly show what the Time Lord has decided their next life's purpose should be, as they die in the old.
But that's not how it works
I am aware I have taken some liberties with the lore of the Time Lords. This was done purposefully, to give them a more fantastic and out of time feel.
While they might have worked fine as written in the original lore, as a DnD race, these changes were made in order to help give more Roleplay ideas and options for their characters, without immediately thinking they need to just act like the doctor for no reason.
There is a deal more tragedy in a person who legitimately can't tell you their age, because of how they never had people to pass the time with before. There is a deal more tragedy in a Time Lord now going by some normal name, because they feel disgraced to use their chosen title.
Almost all of this Canon changing fluff is kept firmly in the before mentioned paragraphs. The one exception being how subraces work. If you feel Time Lords would work better as they are in normal canon, please feel free to do so. This is merely my idea of changes for giving more character arc choices in creation.
Time Lord Traits
Ability Score Improvement: Time Lords are smart and well educated, with a natural lean towards the logical and facts. Your intelligence increases by 2.
Age: A Time Lord reaches physical maturity at twenty years of actual time. They are considered to be mentally mature at thirty years of remembered years, at which they choose a Title. Each Regeneration of a Time Lord can live up to 500 years.
Regeneration: A Time Lord has 6 regenerations, or 7 total lives. Upon death, a Time Lord begins regenerating. A full Regeneration takes 1d4+2 rounds to complete, during which the Time Lord's body glows bright gold. This glow shines bright light out 10 times your level feet in all directions, and dim light twice past that.
Once a Time Lord finishes Regenerating, they find themselves in a randomly different body (though stats are unchanged, except as mentioned later,) they are at full health once again, and lose a level's worth of XP. This level returns to them after 1d10 days.
The Time Lord is considered Stunned for 1d4 turns after the regeneration is complete, as they try and piece themselves together mentally.
A Time Lord does not regenerate if they are killed outright. Additionally, if while regenerating, a number of damage is done to their body equal to 5 times their level, the regeneration is canceled and they die.
A Time Lord can choose to Regenerate early, either due to boredom with their current look, a dying body, or grievous injury requiring it, as an action. Following the before mentioned procedure.
Size: As a Time Lord you are medium as your birth appearance race, and appear human. Though you may end up changing apparent race and size to a medium or small creature between regenerations.
Speed: as a Time Lord you have a base walking speed of 30 feet.
Subrace: Choose a subrace from one of the following: Doctor, War, Vengeful. When you Regenerate you may switch subraces, changing your statistics as required.
Time Lord knowledge: You gain proficiency in the Arcana, History, or Religion skill.
Languages: You know Common and a second language of your choice. Many Time Lords learn a semi common language, or one with which they grew up around.
Doctor
Time Lords of this sort have dedicated themselves to helping others in any way they can.
They often use their abilities in order to help others, and to make the world a better place. These Time Lords see it as their purpose in life to make the world better, even if they need to make the rules of time follow them.
Ability Score Improvement: Your wisdom increases by 1.
Doctor's heal: Using a small fraction of your regeneration energy you may heal a creature.
As an action you may touch a willing creature, and heal them for a number of hit points equal to your level. Once you use this ability you can not use it again until you finish a short or long rest.
Doctor's passion: You gain proficiency in the persuasion skill.
Just this once, Everyone lives: Starting at 10th level, you gain the ability to truly use your regenerative energy for the good of others.
By expending one use of a regeneration, you may cast the resurrection spell without material components. At the end of using this ability you gain a level of exhaustion, and can not use this again for a week.
Credit: BBC's Doctor Who
Time Lords and death
Time Lords have a special relationship with death, due to their constant habit of dying before staying dead.
Time Lords usually do not fear death, and since they'll know their last regeneration is coming even if nothing else, they'll be able to prepare for it. A Time Lord who does fear death usually does so for reasons of unfinished buisness, or wondering what will happen after they do.
When a Time Lord dies, their body is to be burned to ashes, their bones crushed to the finest dust, and scattered as far as possible. A Time Lord would not even deny this funeral to his worst enemy.
This is because Legend holds, no matter how true or untrue it may be, a Time Lord's dead body, even a scrap, contains enough power to amplify any Magic item or ritual. A bone fragment burned at a ritual will get the Demogorgon under you control an hour, a drop of blood bring back those dead 8000 years, a chunk of skin a create an artifact to rival Blackrazor. Wars and crusades have been fought across planes of existence just for a single drop of blood.
War
A Time Lord of War has dedicated themselves fully to the idea of combat, and abandoned all the ways of a Time Lord. These types are rare and far in between, but usually dangerous to face. Few can face the raw might of a Time Lord's intelligence, with one of wars dedication.
Ability Score Improvement: Your Strength increases by 2.
Bonus Proficiencies: You become proficient in 3 martial weapons of your choice.
Fear me, I killed them all: At 10th level you've learned to use your regenerative powers to inspire absolute terror in those who see you use them for such purpose.
As an action you may expend a use of your regeneration to send out every pain and horror you've ever experienced, remembered and not, into the minds of every creature of your choice within 80 feet. Each creature targeted this way much succeed on a Wisdom saving throw, with DC equal to 8 + your intelligence modifier + your proficiency bonus
On a failed saving throw, the creature takes 10d8 psychic damage, and becomes frightened of you for the next 10 minutes. On a successful saving throw, they take half as much damage and do not gain the frightened condition.
Any creature who does experience this will find themselves scared of the Time Lord, though maybe not frightened. The Degree of this is decided by the DM, and will usually appear as a desire to not wish to be near them, and an over all more willingness to except threats as serious, or avoid confrontation.
Credit- BBC's Doctor Who
Vengeful
Legend has it that when a Time Lord is left fully to his own devices, allowed to play with the rules of time or the land as he pleases, he grows proud.
When a Time Lord grows proud, they risk deciding to use their powers for not just their own benefit, but in order to get their own way in the world as a whole. A Time Lord who uses the laws of time in ways it should not be used.
Ability Score Improvement: Your charisma modifier increases by 1.
Bonus Proficiency: You become proficient in the Intimidation skill.
Time Lord's heal: You have learned to heal yourself in moderation with your regenerative abilities.
As an action, you may expend hit dice as if you had taken a short rest. Once you use this ability you can not use it again until you finish a long rest.
You will Live Forever: At 10th level you've learned to use your regenerative powers to force someone into their own personal Hell of sorts.
Over the course of 10 minutes you use up a use of your regeneration, in order to damn a person within 30 feet of you to an eternity of life. The victim must make a constitution saving throw, with DC equal to 8 + your intelligence modifier + your proficiency modifier.
On a successful saving throw, the victim is unaffected and you do not lose use of that regeneration you would have used. On a failed saving throw the victim is considered petrified for all purposes except for one: they are fully conscious, and aware of their surroundings as if they were not petrified. This condition may be cured with a Remove Curse or Greater Regeneration.