Druid: Circle of Time

The Circle of Time treats time as a natural phenomenon and manipulating time itself is no different to a time druid than manipulating fire, water, the weather, animals, or plants.


All manner of druids study time magic. Some may want to harness time for balance and preservation. Certain time druids consider time as the unifying force of nature and are drawn to its unique power. Others may find through time magic the ability to foster rebirth, renewal, and growth. There are even those who believe that entropy, decay, and ruin are the inevitable state of all things.

Circle Spells

At the 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to your circle. Once you gain access to a circle spell, you always have it prepared, it doesn't count against the number of spells that you can prepare each day, and it is considered as a druid spell for you.

Druid Level Spells
2nd Expeditious Retreat, Inflict Wounds
3rd Hold Person, Wither and Bloom
5th Haste, Slow
7th Blight, Death Ward
9th Hold Monster, Dawn

Timeshape

Also at the 2nd level, as a bonus action, you can expend a use of your Wild Shape to shape the flow of time instead of transforming into a beast. While timeshaping, you retain your game statistics.


While timeshaping, your druid's appearance may change. You might flicker in and out of sight, seem to grow older and younger in a cycle, be covered in flowers that bloom and wither, have an infinity sign on your forehead, be covered in volcanic ash, look like a broken statue, or have your pupils replaced by clock hands. The choice is up to the player.


Timeshaping lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.


While timeshaping, you can choose to do one of the following effects. You can only do one effect per turn.

  • Entropy. Once per turn, you can add your Proficiency Bonus in necrotic damage to one damage roll.

  • Renewal. Once per turn, when you cast a spell that restores hit points using a spell slot, you can reroll one of the die from the total roll. You must use the new result.

  • Alacrity. When you cast a spell targeting a creature at the 1st level or higher, their speed is increased by 10 feet until the end of their next turn and opportunity attacks are made with disadvantage against them.

  • Reset. When you timeshape or as a bonus action on subsequent turns, you can teleport up to 15 feet as a bonus action to an unoccupied space. You must have occupied that space at some point during the current turn.

  • Distort. When you timeshape or as a bonus action on subsequent turns, you can force a creature that you can see within 60 feet to make a Wisdom saving throw against your spell save DC. On a failure, the the next attack roll against the creature has a +2 to hit.

Recall

At the 6th level, at the start of your turn, you can change two spells that you have prepared to two new spells instead. Once you do this, you cannot use this ability again until you finish a long rest.

Fast Casting

At the 10th level, when you cast a spell with a casting time of 1 action, you can change that spell's casting time to 1 bonus action instead. You can do this twice per short or long rest.

Timeless

At the 14th level, you can turn back time from death. When you or an ally that you can see within 60 feet of you has to make a death saving throw at the start of their turn, you can instead rewind time to before the killing blow. You or the ally regains hit points equal to half their hit point maximum, and then they stand up if they so choose.


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

Credits: Made on The Homebrewery. Images: Time Mage by Chunyu Wang.