Wizard
Base Class: Wizard

The School of Chronomancy is not a school that any arcane university teaches. It is instead learned through dedicated self study and discipline. A Chronomancer specializes in the manipulation of the flow of time, increasing or decreasing its speed for specific people or objects. However, every Chronomancer dreams of the day they can achieve the ability to travel hundreds of years through time in an instant.

Temporal Secrets

When you adopt this tradition at 2nd level, you gain proficiency with shields, and light and medium armor, and you gain proficiency and expertise in the following skills: Arcana, History, Nature, and Insight.

Temporal Awareness

Starting at 2nd level when you choose this school, glimpses of the future timelines begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused rolls

Additionally, you can add your Intelligence modifiers to your initiative rolls. You also can't be surprised as long as you are not incapacitated. 

Chrono Savior

At 6th level, you have learned how to push time in a particular direction to help you and your allies evade danger. When a creature you can see within 30 feet of you makes an attack roll, saving throw, or ability check add your Intelligence modifier to the roll. You can wait until after seeing the roll to use this ability, but you must use it before the DM says whether the roll succeeds or fails.

You can use this a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.

Arcane Abeyance

At 10th level, 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 aflash 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.

Sands of Time

Starting at 14th level, you can rewind the Sands of Time. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet, conscious and able to take actions. You regain hit points equal to a quarter of your hit point maximum, and then you stand up if you so choose. Each time you use this feature, you gain a level of exhaustion.

Additionally, you no longer age, magically or non-magically as the streams of time force you into a continual state of being and existence.

 

Previous Versions

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10/23/2022 2:35:35 AM
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