Wizard
Base Class: Wizard

Chronomancy is the strongest form of magic. There is inherently nothing more powerful than altering reality and bending the timelines to your will. This comes with a cost, however. Your very own life and even the world are constantly in jeopardy as you're playing with powers that even the god's wish they could govern. As such, creatures across the multiverse will seek out the Chronomancer. Those from the material, ethereal, abyssal, celestial and even the denizens of Temporal Prime will come seeking the powers that a Chronomancer wields, naturally. Those who specialize in Chronomancy may have been the product of a rupture in the timeline caused by the gods above, or perhaps they somehow made a discovery that allows them to tap into the very essence of the universe. Regardless of how you learned the basics of Chronomancy, you are fated, haunted and pursued by your past, present and future self with visions and constant 'what if's'. Chronomancers also learn very quickly how time should not be tampered with, and dare not show their powers, as even displaying it could send a signal out to the denizens of other planes. Time has no master, yet Chronomancers will ultimately always try to manipulate it in their favour.

As a Dungeon Master and Player, Chronomancy has the potential of disrupting a campaign or derailing it, so please be careful when allowing and playing it. Generally speaking, abusing time magic should be punished by some exterior power or sought out by people who yearn for it. There should be an explanation in the DM's mind to how Chronomancy functions, for the sake of plot hooks and immersion - even if the player never knows, the DM should figure it out for their own sanity.

"Time waits for no man." - Unknown

Chronomancy has a timeless and lasting effect on you and your character. Whenever your character uses a time-related spell or class feature, maybe you exhibit some of these quirks. You may choose one or more of these quirks by choosing, or rolling on the table below - and you are not limited to just this table, create your own if you will.

Chronomancy Traits and Quirks
D6 QUIRK
1 You constantly have Deja Vu.
2 You sometimes see yourself throughout the day - is it a hallucination or a warning?
3 You sometimes speak in the incorrect tense, such as talking about the present as if it was tomorrow.
4 Your nervous tick is making the clicking, ticking sounds of a clock with your tongue.
5 The current day and time are usually a mystery to you, or alternatively, you can pinpoint it directly.
6 You constantly second-guess what has transpired recently, as if you skipped to another timeline.

Change Fate

Starting at 2nd level, you can bend time to instantly change fate for yourself and others. As a reaction, when an attack roll, saving throw or ability check is made by a creature that you can see (including yourself), you may force a reroll on one dice of your choosing. This can only be declared after the action that takes place but must be used before the outcome is determined. For example, you could reroll the dice on a creature's attack roll that just hit your ally but before the damage has been applied. This logic works the same way with saving throws and ability checks.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take psychic damage equal to your Character Level / 2 + Constitution Modifier rounded down immediately after you use it. This damage ignores resistance and immunity.

"Time is the most valuable thing a man can spend." - Theophrastus

Bonus Cantrips

At 2nd level, you learn the guidance and mending cantrips, but they don’t count against your number of wizard cantrips known.

"The two most powerful warriors are patience and time" - Leo Tolstoy

Foresight

Starting at 6th level, your intelligence and grasp on time begins to give you visions of the future. You gain a bonus to your initiative rolls equal to your Intelligence modifier.

Additionally, the Augury spell is added to your spellbook's prepared spells but does not count against your number of spells known or prepared.

"The best way to keep something bad from happening is to see it ahead of time... and you can't see it if you refuse to face the possibility." - William S. Burroughs

Rewind

Beginning at 10th level, as a bonus action, you may teleport up to 30 feet as a bonus action to an unoccupied space. You must have occupied that space at some point during the current turn, and you do not need to see the space you're teleporting to. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Additionally, the Legend Lore spell is added to your spellbook's prepared spells but does not count against your number of spells known or prepared.

"I have no desire to suffer twice, in reality, then in retrospect." - Sophocles

The Sands of Time

Starting at 14th level, you can rewind the Sands of Time. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet, conscious and able to take actions. You regain hit points equal to a quarter of your hit point maximum, and then you stand up if you so choose. Each time you use this feature, you gain a level of exhaustion.

Additionally, you no longer age, magically or non-magically as the streams of time force you into a continual state of being and existence.

"Our lives are but specks of dust falling through the fingers of time. Like sands of the hourglass, so are the days of our lives." - Socrates

 

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