Like the other discussions on top magic items for various character classes in 5E D&D this is an unusual topic because it’s rare for a character to choose magic items. Starting at 13th level, you spend 13 Energy points, you can make a catastrophic sphere, a black sphere appears in a place of your choice within 60ft, all creatures within a radius of 30ft of the sphere must be successful on a constitution saving throw equal to 8 + intelligence modifie ,or be pulled to the sphere and take 10d6+ your intelligence modifier of force damage to everything and everyone, on a successful save the creature will take half of the damage and will be pulled half of the distance. Starting at 15th level, you have 3d20. Starting at 6th level, You are affected by your telekinesis unconsciously, so you can float up to 2ft ignoring difficult terrain, you're also inmune to being knock prone . As a caster, going first is actually crucial. To qualify for multiclassing into the Space-time Wizard class, you must meet these prerequisites: you need to have the eyes of space and time, also needs 16 of intelligence and 14 of wisdom. If you exceed this height, you will fall slowly until you are at a height which you can float. Notify me of follow-up comments by email. Somewhat breaking from the themes set up by Temporal Awareness and Momentary Stasis is a preparatory ability. They have the ability to cast lots of spells before they get tired. This is, for all intents and purposes, a better scroll. Choose a point within 120ft, every creature within a 5ft radius of that point must make a strength saving throw or take 1d6 force damage and be pushed 10ft in a direction of your choice, The damage and radius of this cantrip rises with level as shown on the table above. But, the downsides are myriad. Chronobleed,Accelerate/Decelerate, Bolt of Time, Eldritch Legerdemain, Fitzgeralts' Inverse Mender, Mage Fist, mage hand, mending, Paradox Rift, Voidbolt, Unhinged Willpower, eldritch blast, Claws of the Dragon, Wyrd Reconstruction. Your maximum value for this scores is now 21. Most enemies won’t have a reason to target a bead, since it’s not like all enemies have seen a Chronurgy Mage. They have been blessed by some entity capable of performing their deeds and now possess one of the most dangerous types of spells. The time wizard you're thinking of from 3.5 was the chronomancer. As part of the. Out of combat, this ability can turn a Face’s Persuasion roll from an “everybody hates you” into a “beloved by all.” The usefulness cannot be understated. You teleport instantly. . Skills: Choose three from Arcana, History, Insight, and Investigation. When the mechanics have been changed so that this template is no longer applicable please remove this template. And you get to do this a number of times equal to your Intelligence mod until you rest. Realistically, there are pros and cons to taking one or the other. Starting at 3rd level, by spending 4 energy points, as a bonus action, you reroll an attack roll, you can use this feature twice before doing a short rest. Starting at 11th level, You can perform a ritual to shift yourself and up to 8 willing creatures you can see to the Astral plane, them return in the spaces you all occupied when you use this feature, with no time having passed in the world. At 2nd level, As an action you can spend 2 Energy points to manipulate the space around a foe to generate a pulse around your enemy, making a spatial sphere explode on your enemy. shatter, flaming sphere, invisibility, locate object, gust of wind, web, see invisibility, knock, Frostfire Bolt, Para’s Portalable Place, Eyes of Fate. This ability could literally kill you. The downsides are pretty minimal. 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