Base Class: Wizard
Chronomancers are those who have learned to alter the flow of time around themselves. Using arcane energy to pierce the fabric of time itself, they can alter the time of specific creatures in a way that suits their whims. Chronomancers are often viewed with heavy suspicion and disdain by the public, as it's nigh impossible to tell if and when they are interfering with the natural flow of time.
Synchronic Illusion
At 2nd level, you gain the ability to displace time around an area you were recently occupying. If you move at least 20 feet during your turn, you can create a small tear in time to magically project an image of yourself in your initial position that lasts for one minute, until another Synchronic Illusion is created, or is dispelled or dismissed. The image looks exactly as you did while you were in that space. The illusion does not stand up to physical inspection, as things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long or short rest.
Amplified Tempo
At 2nd level, you learn to bend time in one's favor to accelerate them in battle. At the start of combat, you can give yourself or a friendly creature advantage on initiative rolls.
Immutable Sequence
At 6th level, you learn the Slow and Haste spells if you haven't learned them already. You always have these spells prepared and they do not count against your total.
You are not affected by the lethargy of Haste ending and are not affected by the Slow and Time Stop spells unless you choose to be. Also, you can spend an action to end the effect of the Haste or Slow spell on a creature you can see within 30ft.
When impaired in battle, you can attempt to skip your body forward in time to fight off ill-effects quickly. If you are affected by a condition that allows you to make a saving throw at the end of your turn to end an effect, you may make that roll with advantage. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Live in the Moment
At 10th level, you have mastered the ability to control your body's timeflow. You cease to age naturally and can spend one hour to make your body appear younger or older.
Borrowed Time
Starting at 14th level, you reach into the timestream and borrow time from the future. At the end of a creature's turn, you can use your reaction to grant yourself or another creature within 30 feet an immediate turn (including an action, bonus action, movement, and reaction). That creature skips their subsequent turn and any conditions affecting them do not trigger, as time attempts to catch up with them.
Once you use this feature, you must finish a long rest before you can use it again.
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