Wizard
Base Class: Wizard

You discover the great power to manipulate the ebb and flow of time. This power is not held easily and may cause catastrophic damage in the wrong hands. With great power comes great responsibility so only those with a calm mind and a careful touch dare touch such a strong power. The power of the Chronomancer is one of control and balance. You are the master of the battlefield who uses their abilities to turn the tides of battle in or against the favor of those around them. While others command fire or lightning, you bend the very aspect of reality to your will. 

Level 3: Chronomancy

Chronomancers can utilize a special type of magic known as Temporal Power. This is very special weaves of Aether that can be extracted by mundane magical spells. When a Chronomancer casts spells with a spell slot, they gain 1Temporal Power. Temporal Power can be expended to access a multitude of temporal-level spells that can be chosen at specific levels.

  • After each level up, you may replace one of the chosen spells with another one from the list.
  • A spell slot must be consumed in order to gain Temporal Power. This feature does not work on free spells.
  • Temporal Power returns to 0 at the end of a long rest.
  • Maximum Temporal Power increases at key levels. At levels 6,9,12 and 15, maximum Temporal Power increases by 2.
Alter Time (5TP)

Expend 5TP and twist time to your will forcing a target's saving throw to either succeed or fail based on your choice.

Cascading Time (3TP)

Expend 3TP and destabilize your own timeline. Roll a 1d4 and for that number of turns, your movement is doubled, and you cannot be targeted for opportunity attacks.

Chaotic Time (5TP)

Expend 5TP and diverge the timelines. Grasp into time and let a random event occur. This can be any event that can feasibly happen. The effects, positive or negative, are completely up to the DM's discretion.

Chrono-Sight (1TP)

Expend 1TP and decide on a specific timeframe or point in time or event. Using the power of time, peer back into the past or ahead into the future. Roll an intelligence check to determine the level of detail that you are able to gleam from the visions you see. 

  • At the DM's discretion, if the amount of time that you are trying to peer into is too great or the information is too much that you are trying to gleam, you may take psychic damage based on their own formula. 
  • Alternatively, if trying to peer into a gap of +/- (level * 10) years, gain 1 level of exhaustion.

Chrono-Step (2TP)

Expend 2 TP in order to avoid an attack that was aiming towards you.

  • This spell can be utilized after the incoming attack is registered to hit but before damage calculations are done.
  • This spell can only be used once per turn.

Critical Time (10TP)

Expend 10TP and choose a target. The next attack that the target uses will automatically critically hit. 

Deny (10TP)

Expend 10TP and rewind time to restart the whole encounter. All HP, abilities, skills, etc. are reset as if everyone had a long rest that were within the encounter.

  • Once this spell is used, the caster cannot gain or spend any Temporal Points until they finish a long rest.
  • Gain 3 exhaustion after using this spell.
  • Time Dilation will not recover by the use of this spell.

Ebb and Flow (3TP)

Expend 4 TP in order to wipe out the current initiative table and have all participants in the fight re-roll their initiative.

  • The next turn will start from the top of the new initiative table.
  • This spell will not affect any creatures whose initiative is being affected by outside forces such as a special buff/debuff.

Echo (5TP)

Expend 5TP and select a target. Record all events that occur to that target until the start of your next turn. At the start of your next turn, force all of the events to occur a second time in rapid succession.

  • If the target dies before this spell goes off, you may expend 2TP in order to transfer this spell to another target within 30 feet.
  • Certain effects may not duplicate based on the DM's discretion.
  • Time Dilation cannot be duplicated.

Flash Flow (1TP)

Expend 1TP and surround an object in a sphere of time, pushing the time within the sphere forward or backwards to erode or repair the targeted item. Roll a difficulty check based on the DM's choice to see if you are able to adjust the targets time.

  • The larger the item, the more power it may take at the DM's Discretion.
  • Certain magical items may not be able to be affected by a time adjustment.

Mote of Time (6TP)

Expend 6TP and create a mote of a spell that exists in your spellbook. The mote has one use and stays around for up to 8 hours.

  • Anybody with the mote can use one action to cast the spell stored.
  • Motes can be destroyed if they are targeted. A mote only has 1hp and 0 AC.
  • A single entity can hold several motes at once but can only use one per turn.

Quick Cast (6TP)

Expend 6TP and choose a spell that you are going to cast. For this turn, the spell will be treated as castable using a bonus action.

  • Quick Cast and casting the chosen spell count as one singular entity.
  • Quick Cast cannot be used on spells that use reaction or bonus action.

Reversal (2TP)

Expend 2TP and choose any action that is currently being used. The chosen action, regardless of whether it succeeds or fails, must be re-rolled. The new roll must be used regardless of what the outcome is.

  • Reversal cannot chain off of itself and can only be used once per turn.
  • This skill uses a reaction instead of an action.
  • This skill may be used after a dice roll has been called but before any additional calculations take place.

Time-Woven Element (3TP)

Expend 3TP and for the next 1d4 turns, you may choose the element associated with any of your spells. 

  • Spells may also have their elements removed becoming neutral or base damage.
  • The chosen element will become the element for all spells during the turns and cannot be changed other than re-casting this spell.

Level 6: Master of Flow

Your power over time increases allowing you to control the basic fundamental controls over time. Any transmutation spells within your spellbook, regardless of if they are prepared or not, can be cast for free using this feature a number of times equal to your proficiency bonus.

  • Spells must be of 4th level or lower.
  • Using spells with this feature does not yield any Temporal Power.
  • Charges of this feature are restored upon a long rest.

Time Dilation

Once per long rest, grab hold of the timelines and spin them backwards. Target a number of party members equal to your proficiency bonus and turn back their timeline resetting a number of their skills equal to your proficiency bonus.

  • This skill grants 1 stack of exhaustion and cannot be used to reset core time magic abilities of your own.
  • Time Dilation cannot be reset by any means other than a Long Rest.

Stored Time

Expend 1 Temporal Power and roll a D20. This number is then stored away and can be used later on. At any point after this dice is stored, you can choose yourself or another target and force switch any of their dice rolls with one from your stored pool.

  • This can be used any number of times as long as you have the TP for it.
  • Stored dice can be used on allies or enemies.
  • The pool of stored dice disappears after the end of a long rest.

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