Homebrew Chronomancer Species Details
Chronomancers are rare and enigmatic arcanists who have unlocked the secrets of time itself. While most magical beings study the arcane through tomes and tradition, Chronomancers peer into the shifting currents of reality, manipulating the flow of seconds, minutes, and centuries with uncanny precision.
Their magic is not merely about speed or delay—it is about rewriting the rhythm of existence. A Chronomancer can glimpse into possible futures, rewind fleeting moments, and even suspend time altogether. To them, cause and effect are suggestions, not rules.
The first Chronomancer was said to be a half-elf half-goliath named Velis Thorne, who was cast out by both sides, he vanished for a century after entering the forgotten Sanduhr Temple while looking for a tribe that would accept him. When he returned, he was changed—his robes pristine, his eyes glowing with temporal energy. He carried with him the Sanduhr Scrolls, ancient parchments inscribed with glyphs that resembled the hour and minute hands of a clock. These symbols defied conventional translation, yet pulsed with arcane resonance, forming the foundation for chronomantic study.
Chronomancers are often viewed with suspicion, even fear. Their meddling with time can unravel destinies, disrupt fate, and alter history. But in the hands of a disciplined mind, chronomancy is a tool of immense potential—capable of preserving lives, averting disasters, and reshaping the future.
Chronomancer Traits
These are the species traits for the ChronomancerTruesight
You possess Truesight out to a range of 60 feet. Within this range, you can see in normal and magical darkness, automatically detect invisible creatures and objects, perceive illusions as false, and see into the Ethereal Plane. Your vision pierces deception and reveals the hidden truths of the world.
Ability Score Increase
Your Wisdom score increases by +2 and your Dexterity score increases by +1
Rewind Time
When you fail an attack roll or a saving throw, you can choose to reroll the result. You must use the second roll, even if it is lower. You can use this trait once and regain the ability to do so at dawn.
Spellcasting
Your species has an inherent connection to magic. You can cast spells as described in your class’s Spellcasting feature. Your spellcasting ability, known spells, and spell slots are determined by your class.
Size
Your size is large, Chronomancers are usually between 7-8 feet tall
Age
Chronomancers live up to 8,000 years, maturing slowly over millennia. Their life stages are marked by the position of sand within their metaphysical hourglass—more sand in the upper chamber signifies youth, while sand settling in the lower chamber reflects age and experience.
They do not celebrate the day they were born, nor do they mark how long they have survived. Instead, they honor their Expansion Day—the moment they recognize a profound growth in wisdom. To a Chronomancer, aging is not a decline but a deepening. They live so long because they do not accept the erosion of time; they embrace its lessons.
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Topfull (0–600 years): The sand has not yet begun to fall—early life, raw potential.
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Firstgrain (601–2000 years): The descent begins—the first few grains have started to fall
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Midflow (2001–4000 years): Equal parts past and future—maturity and mastery.
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Settling (4001–7000 years): Wisdom accumulates—reflective, guiding stage.
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Finalgrain (7001–8000 years): The last grains remain—legacy, stillness, and temporal mastery.
Speed
Your base walking speed is 45' and your base flying speed is 80'
Temporal Scholar
Chronomancers are natural historians—not because they study the past, but because they’ve lived through it. Their perception of time grants them insight into ancient civilizations, forgotten epochs, and the subtle patterns that shape reality. You gain proficiency in the History, Insight, and Religion skills.
Loom of Fate
At 20th level, you gain access to the Loom of Fate, the most revered and guarded relic of the Chronomancers. It is said to weave destiny 8 seconds before events unfold, threading the future into reality with eerie precision.
As an action, you may teleport to the Loom’s chamber—regardless of distance or plane—and rewind its weave by 8 seconds. You may then reweave the thread, altering the course of a major event (such as the outcome of a war, the death of a monarch, or the collapse of a kingdom).
To do so, you must sacrifice a loved one. Their soul becomes the thread with which your new fate is woven. This trait may only be used once, and only to alter events of world-shaping magnitude. The Loom does not bend for trivial desires.
Chronomancers do not fear aging—they fear stagnation. The Loom of Fate is their final defiance against inevitability.
THIS TRAIT CAN BE USED ONLY ONCE IN THE WHOLE CAMPAIGN, ASK YOUR DM/GM IF YOU CAN USE THIS TRAIT IN YOUR CAMPAIGN BEFORE IT STARTS
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Stone's Endurance
When you take damage, you can use your reaction to roll a d12 and reduce the damage by the number rolled plus your Constitution modifier. You can use this trait once per short rest. You are resistant to cold damage.
Max Ability Score Increase
Your unique heritage and temporal attunement allow you to surpass ordinary mortal limits. The maximum value for each of your ability scores is increased to 25.
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