Base Class: Wizard
At DMs discretion the following spells may be considered chronomancy,
Blade Ward, Mending, True Strike Concentrati
Expeditious Retreat, Feather Fall, Longstrider, Mage Armor,
Blur, Gentle Repose, Hold Person, Augury
Counterspell, Haste Concentration , Slow,
Dimension Door, Dawn, Hold Monster, Legend Lore, Modify Memory
Scatter, Contingency
Simulacrum
Control Weather, Power Word: Stun
Time Stop, Foresight
Chronomancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Chronomancy spell into your spellbook is halved.
Flow Switch
At 2nd level, you gain the ability to influence the localized flow of time. Once per turn, when casting a spell of 1st level or higher you may do one of the following effects:
Accelerate - Choose a willing creature within 30 feet of you. Their movement speed increases by 10 feet until the end of your next turn.
Rewind - Choose a creature you can see within 30 feet of you. Target creature must succeed a Constitution save against your spell save DC or be dragged 10 feet in a direction of your choice.
Minor Chronomancy
Your study and mastery of the magical flow of time allows minor uses of chronomancy without the use of energy. You can use magic to perform any of the following acts of minor chronomancy:
- As an action you can perfectly recall an event you witnessed within the past week.
- As an action you can rewind a broken non-magical object that fits within a 1 foot cube within 10 feet of you to its unbroken state.
- When you spend more than 10 minutes on a menial task you can passively use magic to speed up the task and reduce the time needed to complete by half, up to 30 minutes.
- As an action you may cause an object you saw interacted within 10 feet of you to repeat or undo the interaction. You must have seen the interaction take place within the past 10 minutes.
Rewrite Timeline
At 6th level, you learn to further manipulate the flow of time in combat, allowing you to turn successes to failures and vice versa. As a reaction, you may choose to negate the Advantage or Disadvantage on an attack roll or saving throw within 60 feet of you.. For 1 minute after using this ability you can maintain concentration as if you were concentrating on a spell.While concentrating on this ability you may use a bonus action to grant a creature within 60 ft. either advantage or disadvantage( depending on what was changed) on their next attack roll, ability check, or saving throw. Doing this ends your concentration, as does using Rewrite Timeline to negate another advantage or disadvantage.
You may use this ability an amount of times equal to your proficiency bonus, You regain all uses of this ability after a long rest.
Temporal Anchor
At 10th level you cannot be moved by forces out of your control. If an effect not created by you would move you, you may choose for it not to. This includes teleportation.
In addition, your movement speed cannot be reduced by an effect or creature unless you allow it to.
Localised Anomaly
Starting at 14th level you gain the ability to, as an action, rend time around you temporarily. For 1 minute, choose a number of creatures equal to your intelligence modifier. While within 60 feet of you, those creatures gain a +1 to their AC and are immune to the grappled and restrained conditions. if one of the chosen creatures starts its turn within 60 feet of you they gain additional movement equal to 5 * your intelligence modifier.
In addition, when using this ability you may choose a number of creatures equal to half your intelligence modifier rounded up(minimum of 1). While within 60 feet of you, the movement speed of chosen creatures is reduced by 10 feet and they have disadvantage on saves against Chronomancy spells and Flow Switch.
This effect ends if you fall unconscious, choose to end the effect, or die.
After using this ability it cannot be used again until you have taken a long rest.
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