Wizard
Base Class: Wizard

Your boundless thirst for knowledge and greater understanding is what has carried you through your magic studies so far in life. Now having a mastery of the basics you desire a new more advanced field to devote yourself to. The topic that gripped your focus more than any other was the study of time itself. Though the field has fallen out of favor with most wizards over the years, mostly due to its sheer complexity. With a belief that a greater challenge must yield a greater reward, you begin your venture into the field of chronomancy.

Spell Delay

Starting at 2nd level, you learn to alter how your spell casts flow through time. When you cast a wizard spell, you can choose to delay when it will trigger. Spell casts can be delayed for up to a number of minutes equal to your Intelligence modifier (minimum of 1).  When you choose to delay a spell, pick an initiative score within your max limit that you would like it to go off. The spell slot for a delayed spell is consumed during the initial casting and if the spell requires you to maintain concentration, you must do so even while it is delayed. Everything except attack rolls, ability checks, saving throws, and damage must be decided on when you start the delay. If the target of a delayed spell is not in range of the point that you originally cast the spell, it will fail. Spells that involve a melee attack cannot be delayed. Additionally, it is up to your DM's discretion whether other specific spells cannot be delayed. 

Finally, you can only have two spells delayed at the same time. At higher you can delay more spells simultaneously. At 6th level you can have 3 delayed, at 10th level you can have 4, and at 14th level you can have 5.

Accelerated Ritual

Also at 2nd level, with your full concentration, you can work through rituals significantly faster than normal. Whenever you ritually cast a wizard spell, you can complete the ritual in half the required time.

Ebb and Flow

At 6th level, with time as your field of study, the signature spells associated with it would obviously be your specialty. You learn the spells [spel]haste[/spell] and [spel]slow[/spell] and always have them prepared. this does not count against the maximum number of spell you can prepare. Additionally, you can cast either of these spells as a bonus action.

Chronosight

Having practiced with manipulating the flow of time for so long, your ability to shift your own perception of time has become second nature. This heightened awareness allows you to more easily avoid dangers. Beginning at 10th level, you gain proficiency in Dexterity saving throws.

Rewind

Starting at 14th level, you've achieved what most believed to be impossible. Though taking glimpses of the future is possible none have been able to send a part of themselves into the past. If you are reduced to 0 hit points you can use your reaction to send your dying words back in time to warn yourself. When you do, you will immediately return to the position you were at the start of your last turn (if the space is occupied, you will instead be in the closest available position) and you regain all hit points lost since the start of your last turn. Additionally, as part of the same reaction, you can move up to your full speed without provoking attacks of opportunity. After using this ability, you cannot do so again until you complete a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes