Base Class: Druid
Circle of Chronomancy
Chronomancy is not only a lost art but also a forbidden one. While Druids often focus and revere on the natural world, you play with the unnatural. In almost every culture, even among gods, allow one to tamper with space and time is not only dangerous but also allows a gross overstep in power. Those who become a part of the Circle of Chronomancy study in secrecy and are sworn oaths to protect, rather than abuse the power and knowledge they have. While you can only grasp some minutiae of what Chronomancy magic is capable of, it's enough to let you know that bigger things are possible.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Temporal Casting and Wildshape
You have gained the ability to manipulate the time around you to expedite your magic and wild shape abilities. At the 2nd level, you are able to wildshape at any moment without the use of an action (however, still limited to 2 wildshapes). Any spell that has a casting time longer than 1 action, you reduce the time to cast that spell in half.
Starting at 6th level, you are able to slow time for yourself and one creature every two levels above 6th level to 1/4 time, making you faster and more aware.
An Enforcer's Warp
Starting at the 3rd level, you can wildshape into an Enforcer of Time.
At the 3rd level you have gained the ability to warp time in a small area, but only for a moment. As a reaction when you see a creature other than yourself make an ability check, attack roll, or saving throw, you roll a d20 to replace their roll with your own, they must use this new roll. You can use this feature after the creature has rolled but it must be used before you know the result. You can use this feature a number of times equal to your proficiency modifier, and regain all expended uses after a long rest.
Improved Temporal Casting and Enforcers of Time
You have improved your casting speeds to another level, but only in short bursts. Starting at 6th level, you cast a spell as a bonus action, you can only use a spell that is normally 1 action for you. You can use this feature twice and regain expended uses on short or long rest.
Chronomancer's Foresight
Starting at 6th level, a Chronomancer may warp forward one turn in time (around ten minutes) in order to be forewarned of what happens.
Distort
Starting at 10th level, you are given the Time Stop spell expended at no spell slots or known spells.
Whenever using Time Warp ability or rolling for saving throws and ability checks, you roll 3d20s, and select which one is used as the final result. At 14th level, this ability is upgraded to any roll.
Total Time Control
You have learned Chronomancy night and day until you have finally learned how to truly change time as you wish. You are given a choice of three abilities to choose and master:
Army of Time
Upon reaching 14th level, you are given the Time Ring which gives the ability to summon an army of Enforcers of Time. You may summon up to 30 enforcers for up to 1 hour. This ability is expended by charges.
Knowledge of the Forewarned
Upon reaching 14th level, you gain the ability to look at multiple timelines to discover the course of events that will occur based on actions. You may look up to a combined 30 hours on up to four different timelines. During this period, time slows around you and you move as if you are in super speed. Nothing can happen to you or anyone around you whilst doing this. You may use this ability once per long rest.
Undo Timeline
Upon reaching 14th level, you gain the ability to undo a specific timeline, taking all actions of up to 8 targets back in time (up to 12 hours prior). All experience and items gained within that time are lost except for your own. All spell slots that were used within the time frame become unused. You can only use this feature once every 3 long rests. For example, if everyone was about to die to a Tarrasque the chronomancer can revert back in time to an hour before they encountered the Tarrasque to inform the party of everyone's unfortunate demise. This is extremely big story changer, you must inform and collaborate with your Dungeon Master on whether to continue playing the present, or go back in time, and continue from up to 12 hours of in gameplay.
Previous Versions
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11/23/2020 2:19:27 AM
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