Druid: Circle of Time

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


Some druids study time magic for balance and preservation. Others seek the unique power of time magic as a unifying force of nature. Some use time magic to foster rebirth, renewal, and growth. There are even druids who believe that entropy, decay, and ruin are the inevitable state of all things.

Timepiece

At the 2nd level, you have created a timepiece to track the flow of time. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Timepiece Table below or by choosing one.

d6 Timepiece Form
1 A Watch, Astrolabe, or Clock
2 A Calendar
3 A Candle
4 A Sundial
5 An Hourglass
6 A Journal or Almanac

While holding your timepiece:

  • You always know the exact date and time.

  • You can accurately recall anything you have seen or heard within the past month.

  • You can add your Wisdom modifier to your initiative roll or the initiative roll of an allied creature within 30 feet. You can also subtract your Wisdom modifier from the initiative roll of an enemy creature within 30 feet. You may only change one initiative roll per combat.

Temporal Form

Also at the 2nd level, as a bonus action, you can expend a use of your Wild Shape to channel time magic and take on a temporal form instead of transforming into a beast. While in your temporal form, you retain your game statistics. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.


Whenever you assume your temporal form, choose one of the following cycles; your choice gives you certain benefits while in the form:


Entropy Cycle. You take on a form of entropy. You might look like a broken statue, a skeleton, or covered in ash, dead flowers, or maggots. The choice is up to the player.


While in this form:

  • Whenever you cast a druid spell, you can change the damage type to necrotic damage.

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


Creation Cycle. You take on a form of creation. You may look like a figure of light, unreal beauty, covered in blooming flowers, or as a golden statue. The choice is up to the player.


While in this form:

  • Once per turn, when you cast a spell that does damage or healing, you can reroll one of the die from the total roll. You must use the new result.

Fast and Slow

At the 6th level, you learn the Haste and Slow spells. You always have these prepared and they count as druid spells for you. Once per long rest you can cast one of these spells without expending a spell slot at the 3rd level.

Quick 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.