Tempus

Lord of Battles

God of war, battle, and warriors

CR 32Greater deityChaotic neutralWarBattleWarriors

Avatar of Tempus

Large celestial (avatar), chaotic neutral

Armor Class
30 (plate of war)
Hit Points
899 (62d12 + 496)
Speed
60 ft.
STRDEXCONINTWISCHA
30 (+10)24 (+7)28 (+9)20 (+5)22 (+6)26 (+8)
Saving Throws
Str +20, Dex +17, Con +19, Wis +16, Cha +18
Skills
Athletics +30, Insight +16, Intimidation +18, Perception +16
Damage Resistances
cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
force, poison, psychic
Condition Immunities
charmed, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 26
Languages
all, telepathy 120 ft.
Challenge
32 (275,000 XP)
Proficiency Bonus
+10

Traits

Legendary Resistance (3/Day). If Tempus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Tempus has advantage on saving throws against spells and other magical effects.
Avatar of War. Allies within 60 feet gain a +5 bonus to weapon attack rolls and weapon damage rolls and cannot be frightened.
War God’s Blessing. Once on each of his turns when Tempus hits with a weapon attack, the target takes an extra 22 (4d10) force damage.
Battle Unending (Mythic Trait; 1/Day). When Tempus is reduced to 0 hit points, he instead regains 449 hit points, ends all conditions affecting him, and can use his mythic actions for 1 hour. Until the end of the encounter, each weapon attack made within 60 feet scores a critical hit on a roll of 19 or 20.

Actions

Multiattack. Tempus makes four War Strike attacks.
War Strike. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 22 (4d10) force damage.
Shield Rush. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage, and the target must succeed on a DC 28 Strength saving throw or be pushed 30 feet and knocked prone.
Godly Presence (Recharge 5–6). Each hostile creature within 60 feet that can see or hear Tempus must succeed on a DC 26 Wisdom saving throw or be frightened for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Reactions

Retaliatory Strike. When a creature within Tempus’s reach hits him with a melee attack, Tempus makes one War Strike attack against it.
Shield of Honor. When a creature Tempus can see attacks a target other than him within 15 feet, he imposes disadvantage on the attack roll.
Turn the Tide. When an ally within 30 feet is reduced to 0 hit points, it can use its reaction to make one weapon attack before falling unconscious.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

War Cry. One ally within 60 feet that can hear Tempus can use its reaction to move up to its speed and make one weapon attack.
Battlefield Maneuver (Costs 2 Actions). Tempus moves up to his speed without provoking opportunity attacks and makes one Shield Rush attack.
Divine Onslaught (Costs 3 Actions). Tempus makes two War Strike attacks with advantage. One attack deals radiant damage instead of force damage.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Battle Cry of the Foehammer. Each hostile creature within 120 feet that can hear Tempus must succeed on a DC 26 Wisdom saving throw or be frightened until initiative count 20 on the next round.
Blessing of the Warlord. Up to three creatures Tempus can see gain a +2 bonus to attack and damage rolls until initiative count 20 on the next round.
Spirits of the Fallen. Spectral warriors guard up to three allies within 60 feet. Attack rolls against those allies have disadvantage until initiative count 20 on the next round.
War God’s Wrath. Weapon attacks made by creatures of Tempus’s choice in the lair deal an extra 9 (2d8) radiant damage until initiative count 20 on the next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Unbroken Line. Each ally within 120 feet can stand from prone, end the frightened condition, and move up to half its speed without provoking opportunity attacks.
The Battle Turns (Costs 2 Actions). Tempus swaps positions with one willing ally within 120 feet. He then makes one War Strike attack, and that ally makes one weapon attack.
Lord of the Red Field (Costs 3 Actions). Each hostile creature within 60 feet makes a DC 28 Constitution saving throw, taking 55 (10d10) force damage and falling prone on a failed save, or taking half as much damage on a successful one. Each ally there regains 30 hit points.

Introduction

Tempus, the Foehammer and Lord of Battles, governs war as a force that reveals courage, skill, fear, and chance. He does not permanently favor nations or causes. The army he aids today may face his chosen champions in its next campaign.

Soldiers, mercenaries, officers, and weapon masters pray to Tempus before battle. His temples serve as armories, barracks, and neutral places where rivals can settle martial disputes under rules both sides accept.

The avatar appears when a battle will decide the fate of a realm, when commanders dishonor the field through treachery, or when victory becomes an excuse to murder the helpless. He respects an enemy who stands firm and despises a commander who spends lives to protect a reputation.

Physical Appearance

Tempus appears as a massive, broad-shouldered warrior in battered blue-gray plate. A dark red crest runs along his helm. He carries a great sword in one hand and a scarred shield in the other.

His armor bears marks from battles no mortal history records. His voice carries across a field without shouting. When he approaches, loose weapons turn toward the nearest threat and frightened soldiers hear a steady marching cadence beneath the noise.

Roleplaying the Avatar

Tempus is direct, disciplined, and impatient with political excuses. He judges conduct under pressure, not speeches made afterward.

  • Ask who will stand in the front rank.
  • Address experienced soldiers by weapon or unit before using a name.
  • Give an enemy time to take up a dropped weapon.
  • Condemn slaughter after surrender without questioning the war itself.
  • When plans fail, choose a direction and move rather than debate blame.

Use in a Campaign

The Two Standards

Both armies claim Tempus’s blessing. The avatar offers neither side victory until each produces a champion willing to defend its conduct before the opposing dead.

Last Stand at the Ford

Tempus holds a crossing against an extraplanar host but refuses to command mortals who will not choose the battle for themselves.

The Dishonored General

A celebrated commander won through poisoned wells and murdered envoys. The avatar gives the party one day to bring the general to a lawful field of judgment.

War’s End

A victorious army prepares to sack a city. Tempus will stop the massacre if the defenders formally yield and the characters can reach both commanders before the gates break.

Lairs

Tempus’s lairs clarify lines of battle. Every creature knows where cover lies, fallen weapons remain within reach, and shouted orders carry cleanly through smoke, stone, and magical silence.

The Field of Swords

A plain covered in upright blades records every army that fought there. Drawing one blade reveals the final order its bearer received.

High Hall of the Foehammer

A temple-barracks surrounds a sand floor where disputes are settled before armed witnesses.

The Broken Redoubt

A ruined fortress resets its walls at dawn, forcing each day’s defenders to choose new ground.

Knight’s Rest

In Warrior’s Rest, feasting halls open onto endless battlefields where the honored dead can test any mortal champion.

Shared References

Open a reference for its canonical description and related entries.

Tempus as a muscular battlefield commander in blue-gray plate, holding a great sword and battered shield.