The Time Traveler

by SpacePickel

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The Time Traveler

The Time Traveler is a powerful Chronomage who can manipulate time to a certain degree. His abilities allow him to foresee glimpses of possible futures, and thus predict the immediate actions of people around him, seemingly remain eternally young, as well as travel forward in time, but not back.

Characteristics

His eyes radiate with a bright blue light, and his long blond hair seems to constantly be dancing in the air as if brushed by a gentle breeze. He wears a long gray tailcoat with a high collar and a black turtleneck. A golden hourglass – the symbol of Time and Chronomancy – is embroidered at the back his coat.

As he reads his Arcane Tome on Chronomancy, his eyes shift from left to right and the pages turn at a dizzyingly rapid pace. He usually lets the book float in front of him as he is reading it, but when he gets serious, he holds it with both hands, and two additional sets of spectral limbs – afterimages of his actual arms – emerge from his body, allowing him to make the necessary gestures to cast spells with his unoccupied hands.

His eyes rarely drift away from the pages of his volume, but when they do, it almost seems as though one eye continues reading while the other remains impossibly still, staring at whatever has caught his – partial – attention.

His reading seems almost obsessive, as if he is constantly searching for something hidden within the texts of his tome – perhaps the answer to an eternal mystery he was never able to solve. Without any hesitation, he would relinquish his own life in order to preserve the tome, and upon losing it, he would do whatever is necessary to retrieve it, annihilating anyone who dares to oppose him.

























A 1000-year-old story

After having spent most of his teenage years studying any book he could put his hands on, the Time Traveler – once Gregory Carcassonne – set out on a mission to expand his knowledge of the arcane. During one of his expeditions, he defeated a powerful Beholder who had been amassing an incredible number of ancient tomes and various books that had long been lost. One of these manuscripts was the Tome of Chronomancy, which discussed the forbidden arts of time travelling. At first glance, the texts seemed incomprehensible as the symbols kept changing as he read them, but his fascination with the idea of time travelling motivated him to decode the mysterious tome. The young man spent the next five years decrypting, reading, and practicing the arts until he finally mastered them.

With this newly acquired knowledge, he was curious to see what his hometown would look like 20 years from now. And so, he returned to the little village where he was raised. Without a second thought, he made the jump and travelled 20 years into the future but realized that not much had changed. Unsatisfied with the outcome of his experiment, he decided to make another jump, but this time 100 years into the future. Upon his arrival, he found the entire town eradicated. All the houses had been burnt to the ground, the crops pillaged, and the castle destroyed, with no one to be seen in miles. Angered by this terrible sight, he wished more than anything to travel back in time to prevent this catastrophe. After endlessly trying to return to the past, he eventually understood that it was impossible. He realized time travelling was more of a curse than a blessing.

He now found himself in a new era, where he knew nothing and no one. With no other meaning to his life, he vowed to use Chronomancy to prevent all future calamities, and thus protecting future generations for centuries to come, no matter the cost. For the last thousands of years, he was seen by a few preventing one disaster after the other. He became a myth, as he remained secretive and distant, hoping not to grow attached to anyone. This was a burden he thought only he could – and had to – carry. Although his physical appearance barely changed over the years, all his travels definitely had a toll on his mental health. His thoughts soon became foggy, to the point where he could barely remember his name, but as long as he could remember his purpose, he had to keep travelling, and so he decided to take on the name “Time Traveler”, the name by which he is referred to in the legends.

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The Time Traveler

Medium Human, Neutral Good


  • Armor Class 18
  • Hit Points 162 (20d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 18 (+4) 22 (+6) 18 (+4) 14 (+2)

  • Senses Passive Perception 14
  • Languages Common, Dwarvish, Elvish, Celestial, Draconic, Sylvan
  • Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If the Time Traveler fails a saving throw, it can choose to succeed instead.

Foresight. All weapon and spell attacks against the Time Traveler have disadvantage, and he has advantage on all Dexterity saving throws to avoid the effect of any spell.

Time Freeze. When the Time Traveler uses his movement, he puts up his finger and says “Stop”, which temporarily freezes everybody around him and allows him to move without provoking any opportunity attacks.

Spellcasting. the Time Traveler is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Time Traveler has the following spells prepared:

Cantrips (at will): Light, Mage Hand, Fire Bolt, Minor Illusion, Prestidigitation

1st level (8 slots): Chromatic Orb, Magic Missiles, Shield, Sleep

2nd level (6 slots): Levitate, Shatter, See Invisibility

3rd level (6 slots): Slow, Counter Spell, Fireball

4th level (4 slots): Banishment, Confusion, Ice Storm

5th level (4 slots): Dominate Person, Modify Memory, Passwall

6th level (3 slots): Chain Lightning, Disintegrate

7th level (3 slots): Plane Shift, Prismatic Spray

8th level (2 slots): Antimagic Field

9th level (1 slots): Time Stop

Actions

Force Blast. Each creature within a 10-foot-radius of the Time Traveler must make a Constitution saving throw. On a failed save, the target takes 1d8 Force damage, is knocked 10 feet back, and automatically loses its concentration. On a successful one, the target takes half as much damage, is not knocked back, and makes a normal concentration check if applicable.

Legendary Actions

As long as he in possession of his Tome of Chronomancy, the Time Traveler can take up to 3 legendary actions to cast spells from his list of spells prepared. He can choose to release the spells individually or simultaneously, either at the end of another creature's turn or as a reaction. He regains spent legendary actions at the start of his turn.

*** Low-Level Spell (Costs 1 Action). *** The Time Traveler casts a cantrip or a spell that is at most 3rd level.

*** Mid-Level Spell (Costs 2 Actions). *** The Time Traveler casts a spell that is at most 6th level.

*** High-Level Spell (Costs 3 Actions). *** The Time Traveler casts a spell that is at most 9th level.

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Tome of Chronomancy

Legendary Wondrous Item

The tome is magical and cannot take damage from non-magical sources.

Its texts appear to be constantly changing as they are being read, which makes it impossible for most people to comprehend its content. With a successful DC 16 Intelligence (Arcana) check, a creature who is proficient in Arcana can decipher parts of the manuscript over the course of 24 hours, after which a Chronomantic Technique is learned.

Chronomantic Techniques

These secrets can only be learned by reading the tome and cannot be taught by a creature to another. For each secret that is unveiled, the DC to decipher an additional Chronomantic Technique raises by 2.

After an attempt is made to learn a Chronomantic Technique, the glyphs inscribed on each page of the tome slowly begin vanishing until they fully disappear. The pages of the book remain blank for a week, after which the writings will reappear, and one could attempt to learn another secret once more.

d6 Chronomantic Technique
1 Foresight. During each round of combat, you get an additional reaction, which you may use immediately after taking the first one.
2 Elusiveness. Any creature you can see who makes a weapon or a spell attack against you has disadvantage on the attack. Additionally, you have advantage on Dexterity saving throws to avoid the effect of any spell that you can see.
3 Time Freeze. You do not provoke opportunity attacks when you use your movement.
4 Gaze into the Future. You can take 1 minute to concentrate, allowing you to predict a specific event that will occur in the near future. You see vague details regarding the location of this event and the people involved, but you cannot know for certain when the event will occur. You have no control over what event is revealed to you this way.
5 Accelerated Casting. During your turn, if you would use your action to cast a spell, you may roll a 1d6 and cast an additional spell of level equal or lower to the result of the die as part of the same action.
6 Time Travel. You can take 1 minute to concentrate and travel into the future, sending you forward in time in an unoccupied space that is fairly close to where you were before you jumped through time. You will land roughly one day before or after the date and time you chose to travel to. For each year traveled into the future using this feature, your body only ages by 1 day.

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Forbidden Knowledge

Much like Necromancy, the arts of Chronomancy have always been frowned upon. Although the manipulation of time itself could be beneficial to society in a lot of ways, the risks associated to the practice undeniably remained far too great to justify it. A single misstep may cause a chain reaction that could lead the world onto a path of chaos and destruction. For this reason, all the research on the subject was terminated long ago, and any document addressing the topic was either destroyed or locked away. Most scholars agreed to outlaw any practice and research on the arts, deeming it too dangerous for the world.

On the other hand, many saw this as a miraculous opportunity – means to an impossible end. Theoretically, the manipulation of time – if used properly – could lead to immortality and eternal youth, altering reality, revisiting moments that were dear to someone, and even bringing back people who have died in the past. With Time being the most valuable resource in the world, controlling it would make you a God.

Numerous desperate individuals dedicated their entire lives to the pursuit of this long lost and forbidden knowledge. Powerful noblemen from around the world gathered their forces and created organizations in an attempt to uncover any remains of past research on the subject, but to this day, only a few pieces of evidence were ever discovered.

The Tome of Chronomancy could potentially represent a great threat to whomever is in its possession, as it represents an extremely valuable asset. The self-serving groups that are after this knowledge have eyes on all of the planes and would do anything to get their hands on this book.

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