Chronomancer

Chronomancers emphasize magic that manipulates, stops, or distorts time. It is a particularly risky and dangerous school, as well as being extremely difficult to master and thus there are very few members that claim to be a part of this school. Too many would-be chronomancers have found themselves lost to time loops due to faulty magical experiment, making the wide-spread study of this school extinct, instead existing only in secluded pockets. Of all the schools of magic, members of this school are the most likely to meddle with forces beyond their control, potentially leading to catastrophe in the past, present, and future.
  As a chronomancer, you seek to control the fate of the universe at its most fundamental level. While many novice chronomancers falter before the mind-bending implications of their work, masters of the craft are decisive in their manipulation of space and time.
 

Forbidden Schools

1st-Level Wizard (Chronomancer) Feature
  As a chronomancer, you are barred from evocation magic, as well as one other school of your choice. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools unless it is also a Time spell. You cannot choose universal magic or divination magic as forbidden schools.
 

Timekeeper’s Clock

1st-Level Wizard (Chronomancer) Feature
  You become able to store the spells you have accumulated in a secluded space outside of time. Your spellbook can take on the appearance of a clock or similar timekeeping device that you can pull from this space or return it there as a bonus action. You can use your Timekeeper’s Clock as an arcane focus for Wizard spells you know.
  Additionally, as an action while holding this clock, you may attempt to manipulate the time surrounding a creature you can see within 60 feet of you by either quickening or slowing it down.
  Quickened Time. You can quicken the time around a willing creature. Until the beginning of your next turn, that creature can take the Dash or Disengage actions as a bonus action.
  Slowed Time. You force your target to make a Constitution save against your spell save DC, becoming lethargic until the beginning of your next turn. While lethargic, they lose 10 feet of movement speed and can’t take the dash or disengage actions.
  You can use your Timekeeper’s Clock to manipulate time a number of times equal to your Intelligence modifier, regaining all expended uses when you finish a long rest.
 

Chronomanipulator

6th-Level Wizard (Chronomancer) Feature
  You add the haste and slow spells to your spellbook without expending materials to inscribe them. These spells reappear within your Timekeeper’s Clock while it is within its secluded space, should they be removed due to it being destroyed.
  Additionally, while holding your Timekeeper’s Clock, you can cast your choice of these two spells without expending a spell slot. You cannot do so again until you finish a long rest.
 

Time Juncture

10th-Level Wizard (Chronomancer) Feature
  You can cause minor lapses of time to disappear in your immediate surroundings, causing you to suddenly disappear then reappear elsewhere. You can take the Dash action as a bonus action. In addition, when you do, you blink out of existence then back into existence when you end your movement and thus do not provoke opportunity attacks.
  You can use this feature a number of times equal to your Intelligence modifier, regaining all expended uses when you finish a long rest.
 

Just in Time

14th-Level Wizard (Chronomancer) Feature
  You have learned how to send the magical energy of the tides backward in time, coming to you in a time of need.
  At any time, you may have a spell spontaneously arrive from the future. This can occur on any creature’s turn, as though it had been a readied spell. Choose a spell on the wizard spell list of up to 5th level that has a casting time of no more than 1 action. The spell occurs as though cast by you for purposes of range, spell save DC, spell attack bonus, and concentration, but it requires no action, spell slot, or components. Once you cast a spell in this way, you cannot do so again until you have appeased the flow of time by performing a ritual during a short or long rest.
  This ritual takes 1 hour to cast and transport the spell back in time to the time you needed it and requires the appropriate material components, spell slot, and having the spell stored in your Timekeeper’s Clock as well as prepared for use.
  Whenever you finish a long rest without having appeased time in this way, you gain 1 level of exhaustion. This exhaustion lasts until you perform the ritual properly and does not go away on a long rest.

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