Wizard
Base Class: Wizard

The School of Chronomancy explores the lore and manipulation of time. Students of this school, often called Chronomancers, learn how to weave and control the fabric of time itself. Often Chronomancers are mistaken for students of the school of transmutation or school of divination due to sharing similar repertoire of spells as students in those schools.

Chronomancer's Influence

Beginning when you select this school at second level, you gain the ability to potentially change the outcome of events by altering time. You can use your reaction to impose advantage or disadvantage to yourself, or a creature within 30 feet of your on their on an attack rolls, ability check, or saving throw. You can use this ability after the result of a roll, potentially changing the outcome of the roll. You can use this feature twice per long rest.

Foresight

Starting at 2nd level when you select this school, your ability to see within time allows you to make decisions more effectively. You gain a bonus to your initiative equal to your Intelligence modifier.

Additionally, you gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Altering Flow

At 6th level, you can alter the how times flows around a creature. As an action, choose a creature within 60 feet (including yourself) to be under the effects of either the slow or haste spell. Unwilling creatures must make an wisdom saving throw against your spell dc. You can use this number of times equal to int modifier (minimum of 1) per long rest.

Greater Influence

Beginning at 10th level, your influence over time has grown giving you additional control. You gain an additional use of Chronomancer's Influence.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Pockets of Time

Starting at 14th level, you have learned how to use pockets of time to cast additional spells. Once per round you can cast a spell with a casting time of 1 action as a reaction. You can use this feature a number of times equal to your intelligence modifier (minimum of 1) and gain all uses at the end of a long rest.

School Of Chronomancy Image

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