Base Class: Wizard
The passage of time, though inevitable, is feared by all. Being the only universal currency that is valued by anything and everything, many have sought ways to skirt this universal law. Some have sought a solution through controlling their age, seeking to continuously become younger or even cease aging completely. Others thought it best to amass enough power to ascend to godhood, often disrupting the balance of the world in the process. Yet there are a few who have decided to study the phenomenon of time. Its passage. Its effects. Even its weaknesses. Most importantly though, how time always balances itself, sometimes in unexpected ways. These few have devoted themselves to passing down their knowledge through the School of Chronoclasm.
These sages of time seek not to imbalance time, but to temporarily bend it to their will, knowing they will have to pay it back eventually. To others that know the risk of manipulating the flow of the universe, these wizards are seen as exiles. People who are not to be trusted. The call them Chronoclasts. Time Breakers. Those who know the true nature of time, however, understand the true dangers of negligent temporal modification.
Grand Master Wizards of the School of Chronoclasm often use a rigorous vetting process for their pupils. Wishing to keep such powerful secrets away from those that would abuse them. Some seek to teach the most reckless pupils possible. Believing that through intense study and practice, that such students can find a way to preserve the balance while altering things for the better. Others wish to simply guide an apprentice in the practice of time manipulation so as to keep the knowledge from dying out. Despite the variety those that study time, they all guard their knowledge with their lives.
Kings, Emperors, Sultans and the like often try to call on the abilities of such wizards for their own purposes. More often than not they are denied by the mages. For power of time in the hands of those who seek to retain or even gain power nearly always spells disaster for the realm. A fact that Chronoclasts know all to well. They instead prefer to leave as little evidence of their changes in time as possible. Knowing that a small change will often have unforeseen consequences. This is the reason why those in the School of Chronoclasm often prefer to use spells that will have the smallest effect possible in order to make only the changes they desire.
Publishers Note: This was made to fit the publishers desired version of a time wizard. The subclass was put together from other wizard subclasses related to time. The publisher takes no credit in the development or continued development of the subclasses listed in the credits section. Please visit the attached websites and thank the original developers for their efforts in making this hobby better.
Credits:
Foresight, Quantum Leap and Dangerous Paradox - DMAgamus - DnDBeyond
Chronoclastic Empowerment - TrollDM - DungeonMastersGuild
Impose Continuity - TheLogicalThinker - DnDBeyond
Foresight
Beginning when you choose this school at level 2, your studies allow you to briefly glimpse pieces of the immediate future. You can not be surprised in combat and you use your Intelligence modifier instead of Dexterity when determining Initiative.
Quantum Leap
At 2nd level, you can create a temporal pocket to aid your movement. When you take the Dash action, you may step through a portal that causes time to stop around you, allowing you to move without fear of provoking opportunity attacks. To all outside viewers, you seem to teleport in space. During your movement, you can not interact with any item or creature other than yourself. You may use this feature a number of times equal to your Intelligence Modifier (Minimum 1) before requiring a long rest.
Chronoclastic Empowerment
Beginning at 6th level, the strands of time bend under your will. Add the Slow spell to your spellbook, if it is not there already. You have advantage on saving throws against the Slow spell, and you gain the ability to empower your spellcasting when you cast Slow. One creature you target with slow must make the initial saving throw with disadvantage.
Impose Continuity
Starting at 10th level, when you cast a spell with a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. If you lose concentration on that spell, you can use your reaction to maintain it. Affected creatures may repeat their saving throws against the spell at that time. Once you use this feature, you can't use it again until after you finish a long rest.
Dangerous Paradox
Previous Versions
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