Wizard
Base Class: Wizard

A Chronomancer is an Arcane magic user who has collaborated with a Divine being in order to use their talent with tapping into the Weave to also tap into the time stream. This functionally allows the Chronomancer to have an extra-sensory perception and sense of possibilities. 

Divine Intuition

Your connection to the divine gives you a slight heads up to danger as it happens. You may add your Intelligence Modifier to your Initiative roll.

Chronal Shift

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.  You choose which roll to take.

You can use this ability a number of times equal to your INT Modifier (Minimum 1), and you regain any expended uses when you finish a long rest.

Temporal Flow

Once per long rest, you are able to cast the Haste Spell or Slow Spell w/o material components. These spells are always prepared for you and do not count against your prepared spells. 

Temporal Grace

Once per long rest, you can choose one spell: the casting time for that spell is reduced by 1 factor the first time you cast it.

  • For example:
    • A spell with a casting time of 1 Action, becomes 1 Bonus Action;
    • A casting time of 1 minute becomes 1 Action;
    • 10 minutes becomes 1 minute;
    • 1 hour becomes 10 minutes;
    • 1 day (includ. 8 and 12 hour spells) becomes 1 hour;
    • 1 month becomes 1 day;
    • 1 year becomes 1 month.

In the case of spells that take a month or year to cast, these refer to spells that are cast once per day in order to establish permanency for a spell. ie: for the Spell Teleportation Circle, you would only have to cast the spell once per day for a month instead of a year for the circle to become permanent. 

Additionally, if the spell selected has the Ritual Casting tag the standard 10 minutes to ritual cast a spell is reduced to 1 action.

This feat is recharged at the end of a long rest.

Temporal Restoration

The caster creates a crystalized anchor in time that the consciousness of the caster, and up to 8 other targets, can return to upon consensus of all who were targeted (and who are still alive). 

The use of this ability requires a precious gem worth at least 5,000gp, which is consumed in the process of using this ability.  The Gem, while activated by this ability, will glow bright light for 20' and dim light for another 20' and will be immovable (like that of an activated Immovable Rod) for the duration of it's activation either until all targets of the ability who are still alive agree to return to the point in time when the ability was activated, or if there is a total party kill, or if Dispel Magic is cast on the activated Gem at lvl 7 or higher, otherwise requiring a DC 17 ability check using your spell casting modifier. (If the Gem is dispelled in this way, the targets of the ability will instinctively know that their ability to return in time has been terminated.)

Outside of the game, all who agree to submit to this ability are required to make a photocopy, backup, or duplicate of some kind that includes all of the equipment, gear, money, etc and Character Levels and Class options at the time of the activation of this ability. the DM holds these character sheets until the return ability of the Gem is activated or there is a total party kill, where upon the backup character sheets are returned to the appropriate players, while all progress in time, items, or experience gained past the point of initial activation is lost. 

Previous Versions

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7/31/2023 10:34:56 PM
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