Base Class: Wizard
Many fail to realize that like all else around us, time can be manipulated using the arcane arts. Although it is not a physical object subject to destruction or transformation, it is malleable still - It can be stretched and compressed.
A wizard of the School of Chronomancy is a master of altering the flow of time. Making it go faster or slower depending on their needs.
Spells that are considered to part of the School of Chronomancy:
Lvl 1.
Feather Fall
Jump
Longstrider
Shield
Lvl 2.
Blur
Mirror Image
Misty Step
Lvl 3.
Far Step
Haste
Slow
Lvl 5.
Counterspell
Lvl 9.
Time Stop
Student of the Flow
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a chronomancy spell into your spellbook is halved.
Sense of Time
Through your studies of the arcane, you have begun to sense the passage and flow of time more than regular people. You see time as a wave and you upon it - managing to manipulate it ever so slightly. This greater understanding helps you avoid danger better than most.
Beginning at 2nd level whenever a ranged attack is made against you, you can use your reaction to impose a disadvantage on the attack roll. You must declare this before the result of the first roll is known to you. You do not need to see the source of the ranged attack to use this feature. You may use this feature number of times equal to your INT modifier per long rest.
Apprentice of the Flow
As you learn more and more about time and the flow of its passage, you begin to understand how to manipulate it even further to your benefit and even to the dismay of others.
Starting at 6th level, whenever you cast a spell part of the School of Chronomancy you may impose advantage or disadvantage on any d20 roll that is part of the spell. This includes attack rolls, saving throws etc. You may use this feature number of times equal to your INT modifier per long rest.
Controller of the Flow
Your mastery over the flow, the passage of time and the intertwinedness of it with the arcane has granted you the ability to force your will upon the world when it comes to spellcasting.
Starting from level 10 whenever any of your spells is countered with the spell Counterspell, the caster of the Counterspell must roll to see if the Counterspell takes effect, even if the casting would normally not require a roll. You must declare the use of this effect while casting the spell and before any rolls are made or any of the spell's effects takes place. You may use this feature number of times equal to your INT modifier per long rest.
Additionally, whenever a Counterspell is cast to negate any of your spells and a check is needed to see if the Counterspell takes effect, the roll is made with a disadvantage. Whenever you are casting Counterspell and a check is needed to see if the Counterspell takes effect, you roll with advantage.
Master of the Flow
You have become the master of the flow and passage of time. You are able to manipulate if intricately for yourself and those around you.
Starting at 14th level, whenever you cast a spell part of the School of Chronomancy your Spell Save DC benefits from your proficiency modifier twice. The DC to maintain the concentration of your spells cast that are part of the School of Chronomancy is always 10.
Additionally, any time a spell you cast that is part of the School of Chronomancy that modifies AC, you may add or subtract your proficiency modifier to the amount of AC that is being changed. You may use this feature number of times equal to your INT modifier per long rest.
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Posted Jan 27, 2019Hi, thank you very much for your feedback :)
I should have probably have mentioned that the spell list is not complete and is subject to any changes the players and the DM wish to make.
This is also the reason the 6th level ability is worded this way. I wanted to give more flexibility to the subclass for the future as well should anyone (including myself) feel like there are some additional spells that fit into the theme. Right now as I am the designated DM of our group I was designing this more as an exercise and the hopes of making something someone else finds cool as well, not necessarily for my own use as a player.
Regarding the 2nd level feature, would giving instead the ability to cast shield for X times per long rest for free be a suitable replacement? I feel like thematically the ability to protect oneself better fits. I would feel that then the number of times should be more limited. Perhaps 2 times per long rest?
Regarding the 10th level feature, I feel like your point that this feature would not be useful most of the time is valid and I did not consider that myself. Would it help perhaps to shift some power from the 14th level feature to here? Maybe move the concentration part here and make it similar to the conjuration school where your concentration cannot be broken by damage at all?
Regarding the 14th level feature, I feel like that on paper, it does feel very powerful to gain a lot of AC or impose a large AC negative. Since this is largely not tested in play it is hard to say whether or not this imposes an "overpowered" advantage on the user of the subclass. How would you change this to be more balanced? Perhaps not adding the proficiency but rather replacing the base AC modification with that of the proficiency modifier? Perhaps limiting the times this feature can be used per long rest? I would like to say that I do like this feature thematically (no surprises here I guess since I made it :D).
Thanks again for even taking the time to reply in the first place :)
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Posted Jan 27, 2019Hi, I saw this class from your Reddit post and want to give my feedback.
Where I would say this class struggles is that it basically locks you into using a certain pretty small list of spells, and too many of the abilities tie into those spells. If you’re making the class for yourself, that’s not a big deal, since you can just pick the spells you like, but for a general audience that’s going to be a pain point.
The 10th level ability has the same problem but worse. Benefitting from it at all requires going against enemy spellcasters who use one particular spell. That’s something you’ll be able to use a couple of times over the course of a campaign, maybe.
The 6th level ability is awkwardly worded, and it's not clear what "part of the spell" means. Plus you didn't even pick any spell attacks for the chronomancy spells, so there's no need for attack rolls to be included. You could reword it as "you can cause a saving throw against a chronomancy spell to be made with disadvantage a number of times..."
The 2nd level ability is going to just compete with shield for your reaction, which, since you're considering it a chronomancy spell, is representing the same concept in the story. It just feels kinda awkward.
The 14th level ability, especially combined combined with the 6th level ability, is just crazy powerful. Oh hey gonna cast slow and the DC's going to be impossibly high and also you're saving with disadvantage, hope you like losing! Also every time I cast shield my AC is gonna go up by 10 and I've got enough spell slots at this point that I can cast it all day long. Also when I get to 18th level I can cast shield at will meaning I basically get a free +10 to my AC, so hope you weren't planning on hitting me with anything ever.