Artificer
Base Class: Artificer

For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object which they use to steal moments and adjust the flow of time.

 

Chronometer

You gain proficiency with jeweler's tools. At 3rd level, you can create a Chronometer, marking you as a true Chronomancer. At the end of a long rest, you can use your jeweler's tools to construct a Tiny timekeeping device, like a watch, hourglass, or small sun dial, which can be used as a spellcasting focus by you for your artificer spells. You can only have one Chronometer at a time, and creating another causes the magic within the first to dissipate. Your Chronometer has a number of charges equal to twice your Intelligence modifier. It regains all expended charges when you finish a long rest. While your Chronometer is in hand, you can expend a charge to use the following abilities:

Accelerate. As an action, you can double the movement speed of a single creature within 30 feet until the end of their next turn.

Decelerate. As an action, you force a creature that within 30 feet to make a Charisma saving throw. On a failed save, its movement speed is reduced by 30 feet until the end of its next turn.

Slip. As a reaction when a creature within 30 feet makes an attack roll, ability check, or saving throw, you can force them to re-roll and take the lower result. You must use this reaction before you know if the triggering attack, check, or saving throw succeeds.

Warp. As an action, you can switch places with a creature within 30 feet. An unwilling creature must succeed on a Charisma saving throw or be forced to switch places with you.

Chronomancer Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Chronomancer Spells table. These spells count as artificer spells for you.

Chronomancer Spells

Artificer Level Spell

3rd

expeditious retreatfeather fall

5th

hold personmisty step

9th

hasteslow

13th

banishmentdimension door

17th

hold monstermodify memory

 

Time Thief

You have improved your Chronometer so that you can literally save moments in time for later. Beginning at 5th level, when you successfully paralyze, stun, or reduce a creature's movement speed to 0 with a spell or Chronomancer ability, your Chronometer regains one of its expended charges. Also, any of your Chronometer abilities that require an action to use can also be used as a bonus action on your turn.

 

Chronometer Upgrade

Your understanding and control over the magic of time has greatly increased. Upon reaching 9th level in this class, the magic of your Chronometer improves in the following ways:

Accelerate. Opportunity attacks against the target creature have disadvantage until the end of their next turn.

Decelerate. The target creature's movement speed is reduced by an additional 10 feet, minimum 0. If this feature reduces a target's speed to 0, it must succeed on a Constitution saving throw or be stunned until the end of its next turn.

Slip. You can use this reaction after you know if the triggering attack roll, ability check, or saving throw succeeded or failed

Warp. You can spend additional charges to increase the range by an additional 10 feet for each charge you expend.

Time Master

You are considered a master in the field of Chronomancy. Starting at 15th level, you can overload your Chronometer, expending any remaining charges, to cast time stop. Once you cast time stop in this way, your Chronometer burns out, and must be repaired over the course of a number of days equal to the number of rounds you spent time stopped. During this time, the Chronometer cannot be used. You cannot create a second Chronometer during this time.

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