Base Class: Wizard
An unknown frontier of magic has arrived in these trying times. Mysterious and yet powerful. The power of this magic is inscribed within a Tome of an unknown language. To translate such a text requires endless hours of focus & determination. Chronomancy is the study and manipulation of time itself. Capable protecting allies, restoring life, traversing space, and dealing devasting mind altering effects through illusions of the past and future.
Level 3: Chronomancy Spells
When you reach a Wizard level specified in the Chronomancy Spells table, unlock a new chapter form the Tome of Chronology. Spend 4 hours reading the chapter, you thereafter always have the listed spells prepared.
Level 3: Time Manipulation
You begin to learn a new frontier of magic never before witnessed. Your Tome collects Motes of Time during short & long rests. You begin to learn how to manipulate time itself fueled by the Motes gathered by the tome. Use these Motes to power your new found abilities altering and shifting time bringing a new level of support to the battle field.
You gain 1 Mote of Time per wizard level. Motes of Time restore on a long rest.
Once per long rest, convert motes of time to a spell slot or a spell slot to motes of time (No action required). For every level of spell slot converted you get half the motes rounded down to a maximum of a 6th level spell.
Chronical Blast - 1 Mote of Time
Step through the Gates if Time - 2 Motes of Time
Temporal Collapse - 3 Motes of Time
Level 3: Temporal Awareness
Time manipulation has given you unmatched awareness to your surroundings, as you can sense future events intuitively.
Add 1d4 to your initiative rolls. This increases at every wizard level granting a sub-class feature. When you reach levels 6 (1d6), 10 (1d8), and 14 (1d10)
You can now use Search, Study and Utilize as a bonus action.
Level 3: Chronical Blast
Chronical Blast. You hurl a beam of raw magical energy at a creature within range. Make a ranged spell attack against the target. On hit the target takes 1d8 Psychic Damage and afflicts the target with one of the following effects determined by the damage die roll. When you roll a 20 on the attack roll, you can place a second different effect determined by the additional damage die.
1 - The Target can't make an opportunity attack until the star of your next turn.
2 - The Target has its speed reduced by 10 feet until the start of your next turn.
3 - The target must subtract 1d4 from its next attack roll until the start of your next turn.
4 - The target must subtract 1d4 from its next saving throw before the end of your next turn.
5 - The target has disadvantage on its next attack roll until the start of your next turn.
6 - The target has disadvantage on its next saving throw before the end of your next turn.
7 - The target rolls 1 less damage die when it hits with an attack roll.
8 - The target takes 1 additional damage die from this spell cast.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5(2d8), 11(3d8), and 17(4d8). You choose 1 of the damage die rolled to apply the effect.
Level 6: Temporal Blaster
Temporal Blaster. Any time you cast a spell from the Chronomancy spell table that takes the magic action, you may use your bonus action to cast Chronical Blast without spending a time mote. Once per turn when you cast a spell that deals damage, you can change that spell’s damage type to Psychic or Force damage.
Level 10: Step through the Gates of Time
The spell Far Step is now always prepared. You may cast this once per long rest without requiring concentration.
Level 14: Temporal Collapse
Temporal Collapse. Immediately after you hit with a spell attack, expend 3 motes of time to use your bonus action to place multiple realities for them to witness, then suddenly collapsing them. The target takes an extra 6d6 psychic damage and has the Blinded condition for 1 minute. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
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