Wizard
Base Class: Wizard

Chronomancy is thought to be a myth to the common practitioner of Magic.  To those who master the arcane arts, the reality, and severity of Chronomancy are all too real.  Most of the writings and teachings of Chronomancy have been removed from the time line and stored in a vault at the End of Time to protect the secrets from falling into the wrong hands.  These writings are said to be protected by Time Wraiths.  These are horrific and unforgiving un-dead spirits of those that attempted, and failed, to pursue Chronomancy.  They are drawn to the Chrono-distortions emanating from Chronomancers.  Chronomancers are feared much the same as Lichs, for entirely different reasons.  The all consuming pursuit of knowledge can lead a student of these magics to abandon all concepts of morality, and  focus on the singular goal of mastering time.  Tempting and bountiful, Time is no one's mistress.  One misstep when manipulating it's flow, and you could end up never having been born, or trapped in a timeless hell hunting those that would pursue your folly.

Re-play

At 2nd level, once per turn, as either a Bonus Action or a Reaction, you may have one Target re-roll a single dice check.  You must use this ability immediately after the roll is declared as a success or failure. 

Feel the Flow

At 2nd level you gain access to cast both Haste and Slow spells as you will always remember them with no need for material components.  The flow of time has become detectable to you.  You may also take 10 minutes to slowly modify the age of a small inanimate object.  You may either cause the object to age and rust, or to restore to a pristine condition.  The object cannot be a living creature, but plants and food can be made to rot or become fresh again. 

Metronome

At 6th level your understanding and connection to the flow of time has deepened.  You can choose to resist, at will, any spell or magical effect that would put you under the effects of Slow or Haste.  In addition, your perfectly timed movements allow you to move a bit farther at +5 ft.

Determinante Outcome

At 10th level, when an enemy succeeds in landing an attack against you, before damage is calculated, you may choose to instead have your opponent miss their attack.  Or, if you fail a saving throw, before damage is calculated, you may choose to succeed instead.  You may do this only once per short or long rest.

Temporal Flux

At 14th level, enhance your previous abilities as follows:

Re-Play:  You may impose advantage or disadvantage on the re-roll.

Feel the Flow: You may now transition an item in 1 minute.

Metronome:  Casting Haste or Slow on another target allows you to put yourself under the spells affect as well.  Also, your movement speed bonus increases to +10 ft.

Determinate Outcome:  You may use this ability 3 times now before a short or long rest instead of once.

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