Base Class: Wizard
The School of Chronomancy explores the flow of time. As you focus your studies in this tradition, you learn to manipulate the cosmic energy that moves the passage of time forward and reverse. As you progress, you learn to act many times faster than other creatures.
Temporal Form
At 2nd level, your study of time has magically enhanced your physique. You gain a bonus to your Initiative equal to your Intelligence modifier, and you cannot be aged by magic.
Timeless Recall
Starting at 2nd level, as an action, you can take a mental note of the current time of day. You can recall in perfect detail anything you perceived with your sight, hearing, or smell at the time you made the mental note.
In addition, you always know how much time has past since the last time you made a mental note using this ability. Once you've used this ability you can't do so again until you complete a short or long rest.
Time Dilation
Beginning at 6th level, as an action, you can manipulate time around one creature within 60 feet of you that you can see. The creature must make a Constitution saving throw against your wizard spell save DC. A willing creature can choose to automatically fail this save. On a failure, the creature is subjected to one of the following effects of your choice:
- Haste. The target gains the effect of the haste spell.
- Slow. The target gains the effect of the slow spell.
- Renew. The target's age is changed to early adulthood. It's hit point maximum is increased by a number equal to your wizard level, and gains advantage on Constitution checks and saving throws.
- Mature. The target's age is changed to late adulthood. It's hit point maximum is reduced by a number equal to your wizard level, and gains disadvantage on Constitution checks and saving throws.
The effect lasts for 1 minute, or you lose concentration (as if concentrating on a spell). You can use this ability a number of times equal to your wizard level divided by 3. You regain all expended uses when you complete a long rest.
Temporal Overlap
Starting at 10th level, your future self moves back in time for split second to aid you in a moment of need. Once per round, you can cast a spell with the casting time of one reaction without using your reaction.
Time Loop
Starting at 14th level, your mastery of time allows you to duplicate your efforts by synchronizing with your future self. You can take two turns instead of one in the first round of combat. You take your first turn at your normal initiative and your second turn at the end of the initiative order.
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12/20/2019 10:28:23 PM
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