Wizard
Base Class: Wizard

At the heart of a Chronomancers abilities is the manipulation of time and space. They possess the rare power to accelerate or decelerate the passage of moments, hastening their actions or slowing their foes to a crawl. This temporal dexterity grants them agility and insight on the battlefield, enabling them to foresee and react to threats with precision making them valued advisors and spellcasters.

One of the most intriguing aspects of a Chronomancer's unique set of abilities is their capacity to create temporal pockets. Within these pockets, the laws of reality become fluid, allowing for unique tactical advantages. A Chronomancer can, for instance, shield allies from harm by momentarily pausing the progression of harm's lethal effects or trap enemies in temporal stasis, rendering them helpless.

But the true mastery of a Chronomancer lies in their ability to peer into the archives of history and the mysteries of the future. They can glimpse recent past events or foresee potential outcomes in the near future, granting them invaluable insights for decision-making and strategic 

As Chronomancers progress their skill they can unlock even more profound abilities. They can rewind time to the recent past to reverse damage or mistakes, offering a chance to rectify errors. They can also project their consciousness into the past or future, allowing them to envision key events, gather information, or even view destiny itself.

In the hands of a skilled Chronomancer, the fabric of reality becomes a realm where the laws of physics bow to the wizard's mastery of chronomancy. These time-bending wizards are both scholars and sorcerers, weaving the threads of existence into intricate tapestries of fate.

Temporal Observation

Starting at 2nd level, once per long rest you can enter a trance like state, while in this state you can project yourself anywhere and anytime into the past as long as it is within 100 years of the point of time you belong to. While in the past you can choose to go anywhere but you appear as only a spiritual copy of yourself invisible to everybody but other observers or true sight. You cannot interact with objects or speak, you can only observe. 

Temporal Manipulation

At level 3 you gain the ability to manipulate time within a limited area. As an action, you can create a time-bending field with a radius of 20 feet. Within this field, you can choose one of the following effects:

  • Slowed Time: Creatures of your choice within the field have their movement speed halved and have disadvantage on Dexterity saving throws until the end of their next turn.
  • Hastened Time: Creatures of your choice within the field gain an additional action on their turn, but they suffer a -2 penalty to AC until the end of their next turn.

Time-Warp

Beginning at 6th level, Chronomancers can momentarily accelerate their own perception of time, granting them advantage on Dexterity saving throws and Initiative rolls. They can use this feature a number of times equal to their Intelligence modifier (minimum of once) before requiring a long rest to regain all expended uses.

Space Manipulation

Starting at 6th level, you can perform a short-range teleportation spell. As a bonus action, you can briefly step out of the temporal stream, allowing yourself to move up to 30 feet to an unoccupied space you can see.

Chrono Echoes

At level 10 you gain the ability to create echoes of yourself from different points in time. As a bonus action, you can summon one Chrono Echo in an unoccupied space within 30 feet of you. The echo lasts for 1 minute or until it is dismissed. The echo mimics your actions, using your spells and abilities, on your turn.

Additionally, whenever you cast a spell of 1st level or higher, you can expend a use of your Chrono Echo to cast the same spell as a reaction, this expends a spell slot. Once you use this ability, you can't use it again until you finish a short or long rest.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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