Wizard
Base Class: Wizard

At present, the art of chronomancy has been lost for quite some time. Or has it? Though much of the knowledge and most of the spellcraft has gone mysteriously missing, chronomancy will one day find its moment again. Until then, there are those who will try to learn this lost art. Though the broadest strokes of time will forever be beyond their grasp, they will sometimes be successful in tapping into the raw power of time.

Chronomancy Savant

At 2nd level, you gain proficiency in the History skill. Your proficiency bonus is doubled for any ability check you make with that skill.

Speedy Incantation

At 2nd level, you gain the ability to cast your spells more quickly by converting your own energy into time energy. You can expend a spell slot of 1st level or higher to cast a spell with a casting time of 1 action of a lower level or a cantrip as a bonus action.

Time Shrink

At 6th level, you gain the ability to react more quickly in times of dire need. You can use your reaction even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

Once you use this feature you must finish a short or long rest before you can use it again.

Time Stretch

At 10th level, your ability to manipulate time extends to your spells themselves. When you cast a spell that has a duration of 1 minute or longer, you can double its duration, up to a maximum duration of 24 hours. In addition, if a spell extended this way ends early, such as by being dispelled or by loss of concentration, you can extend the duration until the end of your next turn.

You can use this ability a number of times equal to your Intelligence modifier (minimum one). You regain these uses at the end of a long rest.

Borrowed Time

At 14th level, your mastery of time allows you to correct mistakes you've made in the past. On your turn, you can take one additional action on top of your regular action and a possible bonus action. You can only use this action to cast a spell with a casting time of 1 action. You must use an action on a subsequent turn to cast this spell with no immediate effect, sending that spell into the past. At the beginning of your turn, if three turns have passed without you recasting the spell, you take 2d12 necrotic damage for each level of the spell cast and are stunned until the end of your next turn. This damage ignores resistance and immunity.

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