Arcane Abeyance. When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you create a bead with this feature, you can’t do so again until you finish a short or long rest.
Spellcasting. The Chronurgist is a 10th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 16, +8 to hit with spell attacks). The Chronurgist has following Wizard spells prepared:
Cantrips (at will): Sapping Sting, Fire Bolt, Chill Touch
1st level (4 slots): Catapult, Shield, Sleep
2nd level (3 slots): Detect Thoughts, Fortune's Favor, Invisibility
3rd level (3 slots): counterspell, Major Image, Pulse Wave
4th level (3 slots): Dimension Door, Ice Storm, Blight
5th level (2 slots): Temporal Shunt, Teleportation Circle
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d6-1) [bludgeoning] damage.
Momentary Stasis. As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Chronal Shift. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
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