Time Control (5e Spell)
As an action you seize the time of a creature or yourself, if the target is unwilling, it must succeed on a Charisma saving throw in order to ignore the effects. On a failure you steal a bit of their time, for the next minute you are able to redistribute this benefit to other creatures or yourself. You may only store 1 of these benefits at a time unless using a spell slot of 6th level or above, in which case you can store 2; once a benefit has been used it is gone.
1st-level Transmutation | |
Casting time: | 1 action |
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Range: | 60 feet |
Components: | S, M (a timepiece) |
Duration: | Concentration, up to 1 minute |
The following benefits are available to be stolen depending on the level of spell slot used:
- 1st level slot
- 5 feet of movement per level of spell slot (10 feet with a 2nd level slot, 15 feet with a 3rd level slot, and so on)
- a bonus action
- 2nd level slot
- a reaction
- an additional attack from a creature with multiattack
- 3rd level slot
- advantage on an attack, check, or saving throw
- 4th level slot
- an action
- give disadvantage on an attack, check, or saving throw and store an advantage to the roll which you gave disadvantage
- 5th level slot
- a creature's initiative, which is replaced with the one of the creature to receive the benefit.
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