Temporal Powers (7)

Explore a collection of Temporal Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

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Accelerate Time

Bonus Actions

Accelerate Time (1/day). The divination mage touches a friendly creature. For the next 1 minute, that creature's movement speed is doubled and it gains advantage on melee attacks.


Alter Fate

Reactions

Alter Fate (Recharge 5-6). When a creature that the divination mage can see within 60 feet succeeds on an attack roll, ability check, or a saving throw, then the divination mage alters that creature's fate. It must reroll the d20 and use the lower roll.


Curse of the Ages

Actions

Curse of the Ages (1/day). The divination mage targets a creature it can see within 90 feet and curses it with rapid aging. The target must make a DC 15 Constitution saving throw, taking 39 (6d12) necrotic damage on a failed save, or half as much on a success. On a failure, the target also ages to the point where it has only 30 days left before it dies of old age and is Weakened due to its advanced age. Only a Wish spell or Greater Restoration cast with a 9th-level spell slot can end this effect and restore the target to its previous age. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.


Temporal Loop

Traits

Temporal Record. Whenever another creature within 30 feet makes a d20 test, the divination mage can record the d20 result (no action required). If it already has a result recorded, then that result is overwritten with the new die roll.

Reactions

Temporal Loop (1/day). Whenever a creature within 30 feet makes a d20 test, the divination mage can replace the result of the d20 roll with the die result it has recorded with its Temporal Record feature. The Temporal Record result is then cleared.


Temporal Mastery

Actions

Temporal Mastery (2/day). the divination mage becomes Invisible until the start of its next turn. It may also adjust its initiative to any value it desires. This can allow the divination mage to have a second turn this round.


Reset

Actions

Temporal Reset (1/day). The divination mage twists time around up to four creatures of its choice. If the creature is friendly, it may re-roll its initiative twice and keep the result that it prefers. If the creature is hostile, it must make a DC 14 Wisdom saving throw. On a failure, the creature must re-roll its initiative twice and take the lower result.


Wall of Time

Actions

Wall of Time (1/day). The divination mage creates a shimmering wall of temporal magic. The wall is either 60 feet long, 20 feet high, and 1 foot thick or is a circular wall 20 feet in diameter, 20 feet high, and 1 foot thick. Nonmagical ranged attacks that cross the wall vanish into time with no other effect. Ranged spell and magical attacks that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if they had just failed their initial saving throw against the Slow spell.