Heart of Darkness (3.5e Feat)

Heart of Darkness [Epic]

3e Summary::You have stumbled across one of the secrets of the Old Ways left by the overdeities of Aum. Time has become a slowed manipulated force in your hands at the price of all those beloved and sanity taken.
Prerequisite: Evil Alignment Only, No Faith/Deity, Clocksmith
Benefit: The character gains the Time Domain, being granted spells and supernatural abilities that manipulative the flow of time at a horrific price. Every spell cast and ability used tacks an Insanity Point whereas they begin with a Sanity Pool of points equal to their current level and Wisdom Modifier. Every spell cast and ability used requires a Will Save (DC 15 + Insanity Pool total) in order to regain composure long enough to make a rational action. When the Insanity Points reach the same peak as the Sanity Pool's original total, the character will permanently become subdued by Insanity and all actions will become randomized, requiring a Will Save (DC 25 + Insanity Pool total) otherwise will be subject to the whims of the DM. The Time Domain comes with the following spells and abilities:

1st- Detect Magic, Expeditious Retreat

3rd- Hold Person, Gentle Repose

5th- Haste, Slow

7th- Divination, Freedom of Movement

9th- Hold Monster, Legend Lore

Temporal Perception When you first take this domain you become more aware of the passage of time as it flow around you. You always know exactly what time it is, and you can perfectly estimate the passage of time. Should you travel to a different plane you instantly know if there is a difference in the passage of time and the difference in rate from the prime. Furthermore, when you roll Initiative you roll twice, and you may choose which of the two rolls you use.

Mender with Time Starting at 1st level you gain the slightest ability to manipulate time. By reversing the aging of an item you may return it to an undamaged state. Add the Mending cantrip to your list of known cantrips if you do not already have it.

Anchor in Time At 6th level you gain greater resistance against time manipulation. You are now immune to all forms of aging effects, and to the Slow spell and similar effects. You also slow your metabolism greatly, massively extending your lifespan. You now age at 1/10th the normal rate for your race, and only need to eat and drink 1/10th the normal amount.

Temporal Distortion Starting at 8th level you may force all characters within 60ft to reroll their initiative. You may then choose which of the two rolls, this one or their previous one, they may use. Your own initiative is then set to 1. Once you end your turn the initiative starts over in the new order. You may use this ability once per long rest.

Reality Shift At 14th level you gain the ability to reorder past events more to your liking. As a standard action you may target a single object or character within 60ft of you. The target temporally shifts to how they were at some points within 1 minute of when you used this ability. For a character this may adjust their hp, resource pool, etc. For just an object it may return it to a broken/mended state, return uses or charges, etc. The creature or object need not still exist as long as it was destroyed within 1 minute and you are within 60ft of where it was destroyed. Alternatively you may expend spells slots to extend how far back you may alter the item, according to the below chart. When you expend a spell slot in this way that spell slot becomes impossible to recover until the amount of time it allowed you to extend this ability by is reached naturally. So if you expended a 7th level spell slot to repair an artifact that was damaged 8 month ago, you may not regain that spell slot until 8 months have passed. The only limit to how many spell slots you can expend is the amount you have available. You may use this ability once per long rest, and should you use this ability on yourself you may not regain the use of reality shift from before you used it.

Additional Time per Spell Slot

1st- 5 minutes

2nd- 15 minutes

3rd- 30 minutes

4th- 1 hour

5th- 12 hours

6th- 1 day

7th- 1 month

8th- 1 year

9th- 1 decade

Tides of Time

At 17th level you master the ability to alter the ebb and flow of time in your vicinity. Add Time Stop to your list of Cleric spells. Furthermore you may, as a bonus action, initiate a time warp around yourself. This has a range of 30ft, centered on yourself and moves with you, and effects everyone in the radius with either the Slow or Haste spell, chosen by you when you initiate the effect. You are not affected by the Slow or Haste, and you cannot stop someone within the radius from being affected. This ability requires concentration, does not allow for a save, and you can use it for as many turns as you have cleric levels. You may change between Slow and Haste as a bonus action. This effect does not allow a saving throw.
Normal: All living creatures within a 30ft radius of you will at all times be subject to an aura of fear and disgust if able to see you; your appearance has become malnourished and decayed appearing as a mummy-like humanoid with robotic piecemail-like plating covering face, chest, thighs, knees, and feet that gives off an eerie ghoul-like vibrancy. Each such creature must succeed on a Will save (DC 15 + 2 per skill rank in Intimidation) or become shaken for a number of rounds equal to your Constitution modifier (minimum 1 round).
Special: Your ghastly appearance grants you a +5 circumstance bonus on Intimidate checks.

Credit of Inspiration: Lycan999


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