Artificer: Time Mechanic
You specialize in a highly sought-after sector of artifice, the ability to tinker with time itself. You have constructed a Temporal Timepiece, an implement of time-bending prowess that allows you to move through time as you would the physical world. Though it is not yet perfect, your design will undoubtedly improve as you learn new engineering techniques to become the master of chronomantic manipulation.
Time Mechanic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Time Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Gift of Alacrity, Zephyr Strike |
| 5th | Hold Person, Kinetic Jaunt |
| 9th | Haste, Slow |
| 13th | Banishment, Synchonicity |
| 17th | Banishing Smite, Temporal Shunt |
Chronal Conscientiousness
At 3rd level, your training in the mechanics of time gives you a few benefits. You gain proficiency in the History skill, and can always exactly tell and track time, even without any clocks or visual indicators. Finally, your speed increases by 5 feet. This bonus to speed increases as you level up in this class, increasing to 10 feet at 5th level, 15 feet at 9th level, and 20 feet at 15th level.
Temporal Timepiece
When you take this subclass at 3rd level, you create a Temporal Timepiece, a handheld device manifesting as a stopwatch, mechanical sundial, wristwatch, or other time-tracking device. You can use the temporal timepiece as a focus for your Artificer spells, and if destroyed or lost can be recreated by spending 1 hour of work with a set of tinkers tools. The Temporal Timepiece is considered a magical flail that only you may use. You are considered proficient in it, and you may use your Intelligence modifier for attack and damage rolls you make with it. You have a pool of Mechanical Minutes equal to your Artificer level, which you may spend to use abilities granted by this subclass. You regain all expended Mechanical Minutes when you finish a long rest, or you may expend your spell slots (no action required) to gain a number of Mechanical Minutes equal to the level of the spell slot expended, up to your maximum number of Mechanical Minutes. While holding the Temporal Timepiece, the following abilities are available to you:
Rewind. When you end your turn, you may immediately use your reaction to teleport to a point that you occupied within your last turn.
Retry. When you fail an ability check, you may spend 2 Mechanical Minutes to rewind time back before you attempted the check, allowing you to either retry it or take a different course of action. You may not use this ability more than once on the same check. Any resources expended on the original check are instead not expended.
Accelerate. As a bonus action, you may spend 1 Mechanical Minute to make an attack with your Temporal Timepiece. If you hit with the attack, your speed increases by 10 feet until the end of your turn.
Time Tinkerer
Starting at 5th level, your tinkering of your Temporal Timepiece has begun to grow more advanced. You may infuse your Temporal Timepiece with your Artificer infusions, for which it counts as both a spellcasting focus and a weapon. You may have more than one infusion on the timepiece at a time. The amount of items you can infuse increases by one, but at least one of your infusions must be on the Temporal Timepiece. Additionally, you gain a new ability for your timepiece:
Slow Down. You enter a state of slowed perception, allowing you more time to react. If you have already spent your reaction, you can spend 1 Mechanical Minute to take an additional reaction. You may use this ability once per turn, and cannot take multiple reactions to a single trigger. When you use this ability, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks until the end of your next turn.
Insight of Futures
Beginning at 9th level, you are able to lend your future experience to your companions. When you use your Flash of Genius feature, the creature also gains advantage on the roll. Alternatively, you may use your Flash of Genius without expending a use to give a creature +1d4 instead of your Intelligence modifier. Additionally, you gain a new ability for your timepiece:
Delay. When you cast a spell, you may expend 3 Mechanical Minutes to delay the activation of the spell. You choose the target creature or space when you cast the spell and expend the necessary spell slot. You may choose for the spell to activate at any time within the next 8 hours. You may either set a time for the spell to go off or activate it remotely on your turn (no action required).
Chronomechanical Expertise
At 15th level, you have perfected the construction of your Temporal Timepiece. You may use your Temporal Timepiece as your spell-storing item, and once per turn when you hit with an attack using the timepiece you can expend a use of the spell-storing item to immediately cast the spell stored within it on the target of the attack. Additionally, you gain one final ability for your timepiece:
Stop. As an action, you may expend 5 Mechanical Minutes to cast Time Stop. When you do so, you may spend additional Mechanical Minutes to allow other creatures of your choice within 60 feet of you to act within the time stop, costing 3 points per additional creature. Once you use this ability, you cannot do so again until you finish a long rest.
Credits
Subclass by hulkvader | Character by meatgrinder