Wizard
Base Class: Wizard

A chronomancer favors spells that alter time and magic to hinder and weaken your foes. You are adept at manipulating and controlling your enemies, and use your heightened awareness of time to foil their spells

Set in Stone

You can magically exert limited control over the flow of time of a creature and chain them to a specific timeline. As a free action on your turn, you force a creature up to 60 ft. away from you, to decide how their next Action is going to be performed. On their next turn the creature has to perform the Action in a way they specified on your turn. If the creature is unable to perform the Action, it is wasted instead. The creature has to specify what their next Action is going to be used for, but not in what way exactly. For example the creature can decide that their next Action is going to be used to cast Burning Hands, but not at what level, nor the direction of the cone. The creature is not aware of being under this magical effect, but it may become confused due to performing an action that makes no sense.

You can use this ability once per long rest

Vector rearrangement

Beginning at 2nd level, you gain telekinesis, as a bonus action you can push, pull or lift a small creature or an object you can see up to 60 feet away. The creature or object can be pushed/pulled/liften in any direction up to maximum distance of 10ft. If the creature is unwilling, it has to beat your Intelligence (Arcana) check with its Strength (Athletics) check.

At level 8, the push/pull/lift distance increases by 10 feet for small objects and creatures and you can use this ability on medium objects and creatures to move them 10 ft.
At level 15, the push/pull/lift distance increases by 10 feet for small and medium objects and creatures and you can use this ability on large objects and creatures to move them 10 ft.

Push distance depending on your wizard level and object's/creature's size

/

Small

Medium

Large

Level 2+

10 ft.

-

-

Level 8+

20 ft.

10 ft.

-

Level 15+

30 ft.

20 ft.

10 ft.

 

Rewrite History

Starting at 6th level, as a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability once per long rest.

Time skip

Beginning at 10th level, before you cast a spell, roll a d100. If you roll 10 or below, the spell is free action instead.

Additionally all your rituals are cast in half the required time.

Time Split

Additionally starting at 14th level, you can split the current timeline into two. Once per long rest, at the start of your turn, as a free action you can cause the timeline to split.

You take you turn as normal, but when it ends, everything reverts to how it was at the start. You take your turn again and at the end of the second turn, you decide if which of the two is a more favourable outcome and the things continue from the end of your chosen turn.

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