Wizard
Base Class: Wizard

Wizards who delve into the study of the spacetime continuum are often led to the arts of chronomancy. Usually moved by either a desire to explore or change the past, or a need to know the future, chronomancers learn to see glimpses of what has happened or might do so. Nonetheless, only the best of them gain the ability to manipulate time.

As a chronomancer, you strive to find any insight on how to manipulate time at your whim. In the path towards that power, you will gain stronger and stronger abilities to do so.

Visions of the Past

At 2nd level, you gain the ability to see glimpses of the past of creatures or objects you touch. As an action, you can touch a creature or object and make an Intelligence (Investigation) check. The DC of the check varies, depending on how far back you want to see: 10 if within the last 24 hours, 15 if within the last week, 20 if within the last month, or 20 if within a year. If you know in which specific moment in time the scene you are searching for occurred, you have advantage on this check (for example, if you know the exact time of a murder).

The GM decides on what you see if you succeed on your check, giving you a truthful visual description of a brief scene that occurred around the creature or the object you are touching.

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses after you complete a long rest.

Sixth Sense

In addition, at 2nd level you also gain the ability to scry ahead in your own timeline. You can cast the augury spell as an action, without requiring material components, receiving the response in your mind.

You can use this feature again after you complete a long rest.

Space-Time Ripples

At 6th level, you add the haste and slow spells to your spellbook, if they weren't already in it, and you always count them as prepared. Once per long rest, you can cast either one of them at its lowest level without expending a spell slot.

Farseer's Reflexes

At 10th level, you can use one additional reaction per round. You cannot use both reactions to cast the same spell twice in the same round.

Time Stasis

At 14th level, you learn the ability to freeze yourself and creatures you touch in time. You can use your bonus action to put yourself or a creature you touch into a time stasis. If the creature is unwilling, it must make a Wisdom saving throw against your spell save DC to resist it. Maintaining the stasis active requires your Concentration. You can use your bonus action to dismiss the stasis.

A creature in stasis is paralyzed and immune to any damage, spell, effect, and condition, and it cannot be moved by any force. If you put yourself into stasis, you can still use your bonus action to dismiss it.

The target can make a new save at the end of each of its turns, ending the stasis on a success.

You can use this feature again after you complete a short or long rest.

Removed from Time

In addition, staring at 14th level, you become immune to the passing of time and cannot die of old age.

Previous Versions

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