Convergent Possibility: For studying the use of Chronurgy for your entire life, You have found new ways to twist the fate of time. When You use your convergent future ability, you may use it to auto-pass any save regardless if the save is possible or not or make a target auto fail a save even if the target can pass with a natural one, regardless if the save is possible or not. The range of convergent future extends to 240ft. Additionally, when you use Convergent Future, you may target an amount of creatures equal to your intelligent modifier to be affected. Lastly You are Immune to all time effects.
Nihil Corruption: As an action you exhale an aura of Death and decay that lasts for 1 Minute. At the start of your turn. All Hostile creatures that are within 240ft of you must make a CON save against your spell save DC. On a failure they take 40d10 necrotic damage and their body begins to decay, when this happens the creature takes one level of exhaustion and are Incapacitated for one round. If the creature reaches stage 6 in exhaustion, their body crumbles into dust along with all items on them. Additionally, Necrotic damage you deal cannot be resisted and Those who are immune instead have resistance, and creatures who can’t be magically aged can be aged by your spells/abilities.
Arcane Inertia: When you use your Arcane Abeyance ability, you may either: create two motes of a spell 4th level or lower or create a mote that stores a spell of 8th level or lower.
Temporal Necromancy: As long as there are undead controlled by you on the same plane as you, you may use an action to teleport to it's location. you may use this ability an amount of times per day equal to his Intelligence modifier. Additionally once per day as an action, you may create an undead creature a challenge rating equal to his level.
Mind of Undeath: If a creature tries to read Your thoughts or deals psychic damage to you, that creature must succeed an intelligence saving throw against your spell save DC or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Undead Regeneration: You regains 20 hit points at the start of your turn. If You take radiant damage, this trait doesn’t function at the start of your next turn. Additionally When a creature within 240 feet of you is reduced to 0 hit points, you gain 50 temporary hit points. Temporary Hp gained this way can be stacked. Additionally as a bonus action. You may create undead of challenge rating 5 or lower in exchange for 25 temp hp per undead.
Secrets of the Elder lich: As an action you whisper an arcane secret into the mind of a creature you can see within 60 feet The target must succeed on a intelligence saving throw equal to your spell save DC or expend one of its spell slots of 3rd level or lower and deal 4d12 psychic damage to each creature within 30 feet of it. A creature that fails the saving throw but can’t expend a spell slot is instead stunned until the end of its next turn.
Previous Versions
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