Wizard: Chronomancer

Chronomancers follow the School of Chronomancy. They focus on manipulating time itself, learning to alter the pace of reality to their liking. By being able to connect to the Weave of Time, they are able to take individual strands of time and shape them. School of Chronomany is long gone, as it was officially founded at the end of the Third Age, Kingdoms during the Era of Arcanum. Some speculate that those who used Chronomancy worked on the Arcanevessel and brought ruin to the world. There might be some recluse that found ancient tomes and was able to learn it or a stuck in time Chronomancer who just now was able to get out from a time loop.
Type
Arcane
Other Associated professions

Wizard: School of Chronomancy


Hit Points

Hit Dice: d6 per Wizard: School of Chronomancy level
Hit Points at first Level: Same as Wizard
Hit Points at Higher Levels: Same as Wizard

Proficiences

Armor: Same as Wizard
Weapons: Same as Wizard
Tools: Same as Wizard
Saving Throws: Same as Wizard
Skills: Same as Wizard

Subclass Options

Chronal Shift

2nd-level feature   You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.   You can use this ability twice, and you regain any expended uses when you finish a long rest.  

Temporal Awareness

2nd-level feature   You can add your Intelligence modifier to your initiative rolls.  

Momentary Stasis

6th-level feature   As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.   You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Arcane Abeyance

10th-level feature   When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.   A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.   Once you create a bead with this feature, you can't do so again until you finish a short or long rest.  

Convergent Future

14th-level feature   You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).   When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
 

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