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.

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.

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.

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.

Recall

At the 10th 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.

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.