Base Class: Wizard
Chronomacers are rare even among wizards. A precise and difficult school of magic chronomancy focuses on manipulating time. Many argue that the study of time magic is best avoided lest your mistakes rend the very fabric of reality and create paradoxes that will unfurl the thread of time. Of course those that choose to undertake this difficult venture know that reality and time are sturdy enough to be safe from the tampering of a mere wizard... probably. Those curious or reckless enough to undertake the study of chronomancy are typically well interested in the most fundamental workings of the universe and through there studies develop interesting abilities including learning to replay certain events, to slow down the passage of time around them and even in some cases to send things through time.
Divergent Reality
Starting at 2nd level, you learn to subtly alter the flow of time to redo single events possibly resulting in a different outcome. When another creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction and roll a d20. This roll must be used to determine the outcome of the event instead of the original. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Temporal Dilation
Starting at 6th level, your spells can speed up the flow of time around you relative to the rest of the world making it appear as though time has slowed to a crawl. When you cast a spell of 1st level or higher you can immediately use your bonus action to prevent other creatures from taking reaction this turn and to gain an additional 20ft of movement this turn.
Localized Event Looping
Starting at 10th level, you learn to loop time to cause certain localized events to happen again. As an action, choose one creature that you can see within 5 feet of you. Make a ranged spell attack against the target, on hit it must succeed on an Intelligence saving throw saving throw against your wizard spell save DC or on its next turn the only action it can take is the action it took on its previous turn. If It cannot take this action for any reason it loses its action this turn.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if you cannot see the creature, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Stable Paradox
Starting at 14th level, you can send yourself aid from the future. Once per long rest, as an action you can summon any inanimate magical or non-magical object you choose that is less than 10 feet in any dimension. This object disappears after 10 minutes. After the object you summoned disappears you become obsessed with preserving the time line. You become incapable of taking a long rest until you find the object you had previously summoned and send it back to yourself. When you find the object that you summoned you must touch it then use an action to send it back in time to yourself. The object disappears for 10 minutes then reappears in the same spot it disappeared from.
At the DM's discretion the item you attempt to summon may not appear if you would be unable to touch it before your next long rest. Instead a different object of the DMs choice that will be similarly helpful to the situation at hand will appear. For example, if you are trying to open a locked door you might use this ability to summon the door's key. However the DM knows that the key to this door was lost 100 years ago and you would not be able to find it, so instead you might receive a spell scroll containing the knock spell which happens to be lying on a table on the other side of the door.
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Posted Jun 10, 2022For "Divergent Reality" isn't the idea that you can turn back time to undo an action. So shouldn't you be able to use the feature even after the DM has told the outcome?