Wizard
Base Class: Wizard

Table: The Chronomancer,

Level Proficiency
Bonus
Features Fate Points Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2

Suspnd the Aether,Spell casting

1 2 2 — — — — — — — —
2nd +2

wheel of time

1 2 3 — — — — — — — —
3rd +2 Timely path 1 2 4 2 — — — — — — —
4th +2 Ability score improvement 2 3 4 3 — — — — — — —
5th +3 Deja vu 2 3 4 3 2 — — — — — —
6th +3 Pocket of eternity 3 3 4 3 3 — — — — — —
7th +3 Time Stride, Timely path 3 3 4 3 3 1 — — — — —
8th +3 Ability score improvement 4 3 4 3 3 2 — — — — —
9th +4 Void of time 4 3 4 3 3 3 1 — — — —
10th +4 Blink of an eye, Timely Path 5 4 4 3 3 3 2 — — — —
11th +4 Time Ball, Timely Path 5 4 4 3 3 3 2 1 — — —
12th +4 Ability score improve 6 4 4 3 3 3 2 1 — — —
13th +5 Warrior of the Astral Plane 6 4 4 3 3 3 2 1 1 — —
14th +5 Timely Patch 7 4 4 3 3 3 2 1 1 — —
15th +5 Timely Path 7 4 4 3 3 3 2 1 1 1 —
16th +5 Ability score improve, Timely path 8 4 4 3 3 3 2 1 1 1 —
17th +6 — 8 5 4 3 3 3 2 1 1 1 1
18th +6 Undo Timeline 9 5 4 3 3 3 3 1 1 1 1
19th +6 Ability score Improve 9 5 4 3 3 3 3 2 1 1 1
20th +6 Supreme Chronomancy 10 5 4 3 3 3 3 2 2 1 1

 

Pocket of Eternity

At 6th level, you have managed to create a pocket outside of time that you can rely on in times of need. On your turn, you can use an action to regain hit points equal to 1d10 + Wisdom modifier + your total level. You may use this feature a number of times equal to your Wisdom modifier. You must finish a long rest to regain all uses of this feature.

Wheel of Time

At 2nd level your studies allow you to spin the wheel of time and alter the fate of yourself and other creatures. You know how to bend time to do the following: Accelerate, Decelerate and Surge. Your access to this bend in time is represented by fate dice.

Accelerate

As a bonus action, you may expend 1 fate point to move forward the wheel of time. Either yourself or a targeted friendly creature within 20 feet of is now allowed to use one additional action.

Decelerate

As a reaction, you may expend 2 fate points to slow down the wheel of time. When you take damage from an attack, you are able to delay the damage dealt for 1 turn. As soon as your next turn begins, you take damage equal to the damage of the previous attack.

Surge

As an action, you can expend 1 to a maximum of 4 fate points to repel the fates of certain allies. Up to two target friendly creatures takes 1d10 per fate point less damage until the start of your next turn. Spending more than 1 point increases the duration, for example, 2 points would be until the start of your second turn, 3 would be until the start of your third turn, and 4th would be the start of your 4th turn.

Warrior of the Astral Plane

At 13th level, taking a round to focus, you can stop the flow of time temporarily for all hostile targets within a 30 foot radius centering you. They must make a Constitution save, and upon failing are stunned until the beginning of your next turn. You can use this ability 1 time per long rest. This increases to 2 times at 20th level.

Blink of an Eye

Beginning at 10th level, when you move you may take a step out of time, then come back into the present. Once per turn you may teleport into an unoccupied space that you can see, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity.