Sorcerer
Base Class: Sorcerer

Your soul has been blessed by the gods. One of them has seen fit to grant you the ability to manipulate time in your favor, in order to change your fate and the fates of those around you. How you use your innate ability to manipulate time will determine how history will remember you. 

Chronomancer Features

SORCERER LEVEL name
1st The Eyes of History
6th Chrono Focus, Damage Reversal
10th The Eyes of History
14th Time Shift, Spacial Displacement
18th Past Master, Time Weaver

Time Magic

As a Chronomancer, you will naturally learn new spells as you grow in power. Spells that can change the flow of time in your favor.

These spells don’t count towards your spells known and can be cast using sorcery points equal to the level of the spell being cast instead of using a spell slot. When you cast the spell this way, you don’t use any of the spells components.

Chronomancer Spells

Sorcerer Level Spells
1st Identify, Purify Food and Drink
5th Gentle Repose, Remove Curse
9th Greater Restoration, Scrying
13th Forbiddance, Sequester
17th Foresight, Imprisonment

You can cast the Imprisonment spell without using a special component. If you do, the target of the spell becomes frozen in time, unaware of anything that happens to it. While frozen, the creature is incapacitated and its speed becomes 0, it automatically fails all saving throws, and can’t use any legendary actions or features, even passive ones. You must use the Telekinesis spell in order to move the target around or to adjust the target’s physical position. Anything carried by the imprisoned creature that you remove from their possession is returned to the normal flow of time.

The Eyes of History

With your control over time, and by focusing your mind on what was, you can glimpse briefly into the past to find hidden answers. It's a difficult task but eventually, with enough practice, you'll be able to share the vision with others.

At 1st-level, you can make an Intelligence (History) skill check on a creature, object, or place to determine an aspect of its past. If you succeed on the skill check; you glimpse a short vision of its past, depicting the truth of an event that happened with the creature, object, or place and remember all of it for the next 24 hours. Essentially, exposing a lie told by a creature or the identity of an object’s previous owner, as two possible examples. See The Eyes of History Difficulty Chart below for a difficulty DC to determine how hard the skill check should be, depending on how familiar you are with the creature, object, or place in question.

You can use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature back after a short or long rest.

The Eyes of History Difficulty Chart 
DC Difficulty
5 Very familiar
10 Familiar
15 Not very familiar
20 Not familiar at all

When you reach 10th-level, you can spend 2 sorcery points to share the vision you see through The Eyes of History with creatures within 30 feet of you, up to a number equal to half your sorcerer level. Also, there is no longer a limit to the number of times you can use this feature. However, every time you use this feature a number of times equal to your Charisma modifier, again, before a short or long rest, you gain one point of exhaustion.

Chrono Focus

You can manifest an arcane focus that takes the shape of an object. This object is undeniable proof that you are a chronomancer as it aids you in combat.

At 6th-level, you can spend 2 sorcery points to summon an object made of your own magic. The object can take one of three forms when you summon it; a sword, a shield, or a staff. Each one has different effects and each aid you in different ways. See below for more details. You can only have one chrono focus summoned at a time and you can dismiss it as a free action. 

The object you summon counts as an arcane focus and can be destroyed by a Dispel Magic spell beating your spell save DC or if you enter an antimagic field. 

Chrono Sword

This arcane focus looks like a sword made from the hands of a strange clock and has the same stats as a longsword. You are proficient in using longswords while the chrono sword is summoned. While wielding the chrono sword, you ignore the somatic component of any spell you cast and gain both an attack and damage modifier equal to your Strength modifier when you attack with the chrono sword. If you attacked with the chrono sword, you gain a second action immediately after the attack that you can only use to cast a spell.

Chrono Shield

This arcane focus looks like a tower shield shaped like a strange clock. While wielding the chrono shield, you ignore the verbal component of any spell you cast and gain AC equal to your Constitution modifier. When you cast a spell while holding the chrono shield, you and any creature you choose within 15 feet of you gain temporary hit points equal to the level of the spell you cast + your Charisma modifier.

Chrono Staff

This arcane focus looks like a weird cross between a staff and a strange clock. While wielding the chrono staff, all creatures have disadvantage on any spell save against spells you cast. When you cast a spell, all other creatures that you designate within 15 feet of you regains a spent spell slot equal to the level of the spell you cast. If the creature can’t gain a spell slot from this feature, it gains hit points equal to twice the spells level instead.

Damage Reversal

You gain the ability to erase damage from existence. Making it as if the damage never happened.

At 6th-level, as an action you can spend up to 4 sorcery points to roll that many d8. Then, choose up to five creatures within 30 feet of you and they gain hit points equal to the added total of the dice rolled + your Charisma modifier. A creature can’t gain more than its max hit points. 

You can’t use this feature to bring back a creature that has died, but it can erase scars, regrow lost body parts, or stabilize creatures with 0 hit points and heal them. 

Time Shift

Your powers now allow you to briefly see into the potential future. Enough so that you can change the outcome of a potentially fatal mistake.

At 14th-level, When you make an attack roll, a skill check, or saving throw, you can use your reaction to spend 1 sorcery point to reroll the d20 after the outcome is determined. You use the new roll for the attack roll, skill check, or saving throw.

Spacial Displacement

Your power over time has expanded to control over space as well. You're able to change where one creature could be standing to where it's currently standing in the blink of an eye.

At 14th-level, when a creature you can see uses their action or bonus action, you can use your reaction to teleport a creature from where it’s standing to anywhere that you can see that is within 30 feet from where it was before. This includes into the air or into a body of water, but not into solid objects. Then, the creature continues their action or bonus action as normal. If they were making an attack, they target the creature they’re now facing, if they were placed facing one. 

Past Master

The past is no longer a mystery to your eyes. None but the strongest magics or a god can block your sight.

At 18th-level, When you make an Intelligence (History) skill check, you can treat a d20 roll of 9 or lower as a 10.

Time Weaver

Your mastery over time has reached its peak. You can accelerate or reverse the effects of time on an object or creature, effectively extending its existence by reversing its age or destroying it completely by accelerating the time it has left.

At 18th-level, you can use an action to concentrate for one minute on accelerating or reversing the effects of time on a creature or object you can see by using a spell slot of any level. The amount of time that passes is equal to the level of the spell slot used x 100 years. When the minute is up, the effects of this feature instantly changes the age of the target.

Alternatively, you can spend any number of sorcery points to accelerate or reverse the effects of time on a creature or object you can see by one year for each sorcery point spent.

You can’t reverse a creature's age to a point when they were never born and a creature that has its age reversed does not have its memory altered back to the age it returns to unless the creature becomes an infant. This feature can bring back a creature that has died and removes any curses or ailments, such as poison, from the body when it comes back to life, so long as it was restored to a time before the creature was afflicted by them.

You can use this feature a number of times equal to your Charisma modifier. After which, you can’t use it again until after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/11/2019 3:20:35 AM
140
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10/14/2019 1:04:25 AM
175
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1/5/2020 9:56:51 PM
214
4
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8/15/2020 6:05:10 PM
299
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