Artificer
Base Class: Artificer

Chronurgists wield arcane secrets beyond mere invention, unlocking the fundamental threads of time itself. While other artificers manipulate metal and magic through craft, you manipulate time through a gift that requires no tools, only willpower, and the knowledge to achieve it. Rare even among artificers, Chronurgists negotiate with the present. Your study is in the patient unraveling of cause and effect, the rhythm that decides fate. To you, time is equivalent to possibility, with each moment having near infinite paths never to be taken.

Some Chronurgists discover their talent through ancient practices, prophecies, or relics of a lost time. Others awaken to it as a mistake should have been fatal, but the world seemed to stutter and grant another breath. In battle, your magic guides reality. An ally's stumble becomes a precise step. An enemy's strike arrives a split second too late. You do not work in miracles, you remember how the world looked or will look, and helped guide it on the right path.

Tools of the Trade

You gain proficiency with Jeweler’s Tools and Calligrapher’s Supplies. In addition, when you craft an item using either of those tools, the time required is halved.

Chronurgist Spells

When you reach an Artificer level specified in the Chronurgist Spells table, you thereafter always have the listed spells prepared.

Chronurgist Spells
ARTIFICER Level Spells
3 Feather Fall, Longstrider
5 Blur, Hold Person
9 Haste, Slow
13 Divination, Freedom of Movement
17 Hold Monster, Wall of Force

Temporal Thread

You learn to manipulate moments to ensure favorable outcomes.

You gain a pool of Temporal Dice equal to your Proficiency Bonus. Your Temporal Dice are d4s, increasing to d6s at level 5, d8s at level 9, and d10s at level 15. You regain all expended dice when you finish a Long Rest.

Bend the Moment

When a creature you can see makes an attack roll, an ability check, or a saving throw, you can use your Reaction to expend 1 Temporal Die and roll it, applying one of the following results:

  • If the creature is within 60 feet of you and is willing, it gains a bonus to the roll equal to the number rolled.
  • If the creature is within 30 feet of you, it takes a penalty to the roll equal to the number rolled.
  • If you are the target creature, you can instead reroll the initial attack roll, ability check, or saving throw, with advantage.

You can use this Reaction after the result of the roll is determined to succeed or fail by the DM.

Borrowed Time

When you use Bend the Moment, you can also choose from one of the following effects in addition to the bonus or penalty:

  • If the creature was given a bonus to their roll, the creature can immediately move up to 5 feet without provoking Opportunity Attacks.
  • If the creature was given a bonus to their roll, the creature has advantage on the next attack roll it makes until the end of its next turn.
  • If the creature was given a penalty to their roll, the creature cannot take Reactions until the start of its next turn.
  • If the creature was given a penalty to their roll, the creature has disadvantage on the next attack roll it makes until the end of it's next turn.

Chronostrike

You can fold time into your own strike, attacking in the space between seconds.

As a bonus action, if you targeted a creature with a weapon attack or spell that would deal damage, you can expend and roll a Temporal Die. The creature takes force damage equal to the amount rolled. If you did not deal any damage to the targeted creature this turn before using this ability, you regain a Temporal Die.

Stolen Time

You've learned to steal a moment from time to get the edge on fate.

Once per Long Rest, when you end your turn, you can immediately take one additional turn. You don’t regain your Reaction as part of this additional turn. Any spell you are concentrating on ends when you take this additional turn, and you can’t cast a Concentration spell during it. In addition, you cannot take Reactions until the start of your next turn.

Timebreaker

You stop negotiating with time and start overruling it.

You gain a second reaction. At the start of your turn, if you started your turn having not used either of your reactions, you regain a Temporal Die.

In addition, whenever you use Bend the Moment, you also gain one of the following additional effects:

  • The creature also gains Temporary Hit Points equal to the number rolled.
  • The creature also takes force damage equal to the number rolled.

Previous Versions

Name Date Modified Views Adds Version Actions
1/16/2026 4:29:07 PM
13
2
Homebrew 5e 2024
Coming Soon

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