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 cannot move, this effect can last up to 1 hour. You project yourself up to one week into the past as long as the place is within 200ft of your current location and it is the time you belong to. While in the past you can choose move up to 20ft, 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 2 as an action you gain the ability to manipulate time within a limited area for up to one turn. As an action, you can create a time-bending field with a radius of 20 feet, the location where you wish to place this space has to be within 50ft of you. Once you use this ability you cannot use it again until you have taken a long rest. When you create this field, you choose one of the following effects:
- Slowed Time: All creatures within the field have their movement speed halved and have disadvantage on Dexterity saving throws until the end of their next turn.
- Hastened Time: All creatures within the field gain an additional action on their turn, but they suffer a -4 penalty to AC until the end of their next turn
To maintain this field it requires concentration, if this concentration is broken it ends. After the effect ends all creatures effected by it are stunned by the change in time.
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 14 you gain the ability to create echoes of yourself from different points in time. As a bonus action, you can summon up to 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 is a copy of yourself, it cannot interact with anything or cast spells. It will perfectly copy your image though and if you cast spells it will appear to as well.
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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