Wizard
Base Class: Wizard

Class Features

As a Chronomancer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. 
NOTE: Time Spells are written out of phase with 'real-time' and require a special read magic and level of intelligence to comprehend.  To an untrained caster, the spells would look to be copied in error and useless. 

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

 

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal. 

Time Savant

At 1st level you always know what 'time' it is and if time is flowing as 'normal'.  This 'sense' functions regardless of location (underground, in a void, etc.).  You always know what time it is on your home plane as a base of reference.


SELF PACED
You are immune to haste and slow spells.
At 2nd Level you become immune to the affects of Slow and Haste spells.
At 4th level you gain the innate ability to cast Haste or Slow, once per long rest. 
As you progress in level, you can 'neutralize' this affect within a growing radius.

  2nd Lvl          Neutralize Slow/Haste          SELF
  6th  Lvl          Neutralize Slow/Haste          10ft radius
10th  Lvl          Neutralize Slow/Haste          100ft radius
14th  Lvl          Neutralize Slow/Haste          500ft radius
18th  Lvl          Neutralize Slow/Haste          1000ft radius

Improbability Skip

At 6th level you gain the ability to 'skip' through time and space once per long rest.  This ability has a random factor that can be influenced by your Intelligence and Wisdom.  This scope of this ability increases with level. At 6th level you can choose to move forward or backward in time (1D10 segments +/- Int Mod.) or move 1D10 feet in a specific direction. (e.g.: you can instantly 'rewind' to improve initiative, or fast forward past an affect or to a location desired). NOTE: An appropriate reaction or initiative may be required to affect the desired outcome...).

At higher levels the distance and/or time is increased:
  6th Level          1D10 Segments          1D10 Feet
  8th Level          1D10 Minutes              1D10 Yards
10th Level          1D10 Hours                 1D10 Miles
12th Level          1D10 Days                   1D10 Miles x10

Set the Pace

At 10th level you gain the innate ability to cast an object through time and space, once per long rest.

At higher levels the distance and/or time is increased:
10th Level          1D10 Segments          1D10 Feet
13th Level          1D10 Minutes             1D10 Yards
16th Level          1D10 Hours                 1D10 Miles
19th Level          1D10 Days                   1D10 Miles x10

Time Shift

At 12th Level you gain the ability to shift you and a group of people through time.
The number of people should link hands and are limited to 1 person per 2 levels of the caster. 
Choose a target time and location and roll against the table below:

Target accuracy improves as you increase level:
LEVEL                 TARGERT TIME              TARGET DISTANCE 
14th Level          +/- 1D100 Days              +/- 1D10 Miles x10
16th Level          +/- 1D100 Hours            +/- 1D10 Miles
18th Level          +/- 1D100 Minutes         +/- 1D10 Yards
20th Level          +/- 1D100 Seconds        +/- 1D10 Feet

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