Warlock Patron: The Epoch (+Pact of the Watch)

by FrostBladestorm

Search GM Binder Visit User Profile

The Epoch (Warlock Subclass)

Your patron is the Greater Entity known as the Epoch, a mysterious inhabitant of the Astral Plane that wields the power of time. The Epoch rarely interacts with the material plane, instead choosing to spend its time divining the future and exploring the multiverse through the lens of time. The Epoch is one of the most powerful entities in the Astral Plane, commanding great fear and respect from the other beings that inhabit the realm. Sometimes, the Epoch will have a premonition or divination that requires a mortals help, thus it will often turn to the mortal warlocks to serve it's will.

The Epoch's followers are often as cryptic and fleeting as the being they serve. Their limited control over time has given them a new outlook on life, one that few can see. Perhaps like them, you have become disconnected from the reality you inhabit, seeking to understand the true nature of the world. Maybe you wish to complete your role in the Epoch's plans before returning to your life again.

Epoch Features
Warlock
Level
Feature
1st Expanded Spell List, Synchronous Mind,
Wheel of Time
6th Fast Casting
10th Timeless Being
14th Lord of Eons

Expanded Spell List

The Epoch lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st gift of alacrity, zephyr strike
2nd blur, recall*
3rd haste, slow
4th delay*, freedom of movement
5th acceleration sphere*, temporal shunt

Synchronous Mind

At 1st level, you have an improved understanding of the world, and have synchronised your mind to the plane of existence you reside in. You know what time it is on the plane you are currently on down to the minute. In addition, you gain proficiency with Arcana.

Wheel of Time

At 1st level, you have limited control over your time. You gain a pool of time points equal to 1 + your Warlock level. As a bonus action, you can call upon these time points to fuel the following two abilities. Both of these abilities last until the beginning of your next turn.

Acceleration: You can target a creature within 60 feet that you can see. The creature's speed increases by an amount equal to 5 times the points expended until the end of its turn. The creature does not provoke opportunity attacks during this turn.

Deceleration: You can target a creature within 60 feet that you can see. The creature has its speed reduced by a number of feet equal to 5 times the points expended, and they can't take reactions.

You regain all expended time points when you finish a short or long rest.

Fast Casting

Beginning at 6th level, you can accelerate the casting of your spells. When you cast a spell with your action using a Warlock spell slot, you can cast a cantrip with the casting time of one action using a bonus action.

Timeless Being

Once you reach 10th level, you are gaining a better understanding of the universe from your patron. You gain proficiency in Intelligence saving throws.

In addition, you cannot be aged through magical means, and for every 10 years that pass, your body ages only 1 year.

Lord of Eons

At 14th level, you can manipulate time around one creature. As a reaction to when a creature you can see within 60 feet of you succeeds or fails an attack roll, ability check, or saving throw, you can rewind time around them. The creature rolls again, potentially changing the outcome, and you choose whether this new roll has advantage or disadvantage. The creature must use the new result.

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

Complete Guide to Sanctum - u/FrostBladestorm

Pact of the Watch (Pact Boon)

Your patron has given you an artifact which has limited power over time. When you gain this feature, you gain a pool of d6's equal to your Charisma modifier. When you fail an ability check, attack roll or saving throw, you can expend one of these d6's to add the result to the roll, possibly turning the result into a success. Only one d6 can be used at a time. You must have the watch in your possession to use this feature. You regain all expended uses of this feature when you finish a long rest.

If you lose your watch, you can perform a 1-hour Ceremony to receive a replacement from your patron. This can be performed during a short or long rest, and it destroys the previous watch. The watch fades away with the sound of ticking when you die.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in other supplements.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Empowered Watch

Prerequisite: 9th level, Pact of the Watch feature

Your watch becomes more disconnected from reality, allowing you to manipulate time easier. The pool of d6's become a pool of d10's.

Fast-Forward

Prerequisite: 5th level, Pact of the Watch feature

You can cast haste using a Warlock spell slot. Once you do, you cannot do so again until you finish a long rest.

Hourglass

Prerequisite: Pact of the Watch feature

Your watch is constantly ticking. You regain 1 use of the Pact of the Watch feature at the end of a short rest.

In addition, you can always know what hour of the day it is on the plane you are on. If time is not measured in hours on the plane you are on, the watch begins to gently fidget, as though it is uncomfortable.

Out of Time

Prerequisite: 15th level, Pact of the Watch feature

When you expend your last use of the Pact of the Watch feature, you roll a d4. On a 4, you regain a number of expended dice equal to your Charisma Modifier (minimum 1 die). On a 3 or lower, nothing happens.

In addition, when you roll initiative and have no uses of Pact of the Watch left, you regain one use.

Pact Boons Expanded

Pact of the Watch first appeared in the Pact Boons Expanded supplement. This version has been updated and improved from that release.

Expanded Spells

The Epoch uses three new spells in its Expanded Spell List which are presented below. These three spells were originally described in Complete Guide to Sanctum - Spells #6.

Acceleration Sphere

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A pinch of sand from an ancient hourglass)
  • Duration: Concentration, up to 10 minutes
  • Spell Lists: Artificer, Sorcerer, Wizard

You channel your internal magic, causing time to disrupt around a point you choose within range. A 15 feet radius sphere is created at the target location. The sphere is coated in a shell of energy that pulsates along the outside of it, but is otherwise transparent.

Creatures that start their turn in the sphere have their speed doubled, gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Delay

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Spell Lists: Wizard

You can use your magic to delay damage dealt to you. When an attack successfully deals damage to you, you instead add this damage to a pool of damage suspended in time. This pool will gradually increase as you take more damage. When the spell ends early, you take the full value of the damage pool as force damage. If you successfully reach the end of the spell whilst maintaining concentration, the spell grants you temporary hit points equal to the amount of the damage pool, and the spell ends.

Recall

2nd-level transmutation


  • Casting Time: 1 reaction, taken when another creature hits you with an attack
  • Range: Self
  • Components: V, S, M (A clock)
  • Duration: Instantaneous
  • Spell Lists: Wizard

As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you.



Version 1.0


Got any ideas or feedback? Message me here

Complete Guide to Sanctum - u/FrostBladestorm
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.