Base Class: Artificer
For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object which they use to steal moments and adjust the flow of time
Chronometer
3rd-level Chronothief feature
At 3rd level, you can create a Chronometer, marking you as a true Chronothief. At the end of a long rest, you can use your jeweler's tools to construct a Tiny timekeeping device, like a watch, hourglass, or small sun dial, which can be used as a spellcasting focus by you for your artificer spells. You can only have one Chronometer at a time, and creating another causes the magic within the first to dissipate.
Your Chronometer has a number of charges equal to your proficiency bonus. It regains all expended charges when you finish a long rest. While your Chronometer is in hand, you can expend one charge to use one of the following abilities:
Accelerate. As an bonus action, you double the speed of up to half your proficiency bonus (rounded up) creatures until the end of their next turn.
Decelerate. As an reaction, you force a moving creature within 60 feet to make a Dexterity saving throw. On a failed save, its movement speed is reduced by a number feet equal to 5 times your proficiency bonus until the end of its next turn.
Slip. As a reaction when a creature within 60 feet makes an attack roll, ability check, or saving throw, you can force them to re-roll. You can use this reaction after you know if the triggering attack, check, or saving throw succeeds.
Warp. As an bonus action, you can switch places with a creature within 60 feet, each instantly teleporting to the other's space. An unwilling creature must succeed on a Constitution saving throw or be forced to switch places with you.
Chronothief Spells
3rd-level Chronothief feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Chronothief Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Chronothief Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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|
5th |
|
|
9th |
|
|
13th |
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|
17th |
Stolen Moments
5th-level Chronothief feature
You have improved your Chronometer so that you can literally save moments in time for later. Beginning at 5th level, when you successfully paralyze, stun, or reduce a creature's movement speed to 0 with a spell, your Chronometer regains one of its expended charges. Also, you regain all of your expended uses of Chronometer Charges when you finish a short or long rest.
Empowered Chronomancy
9th-level Chronothief feature
Your understanding and control over the magic of time has greatly increased. Upon reaching 9th level in this class, the magic of your Chronometer improves in the following ways:
Accelerate. You can spend an additional charge to triple the speed of the targeted creatures and their movement does not provoke opportunity attacks until the end of their next turn.
Decelerate. You can spend an additional charge to double the movement speed reduction. If this feature reduces a target's speed to 0 it is stunned until the end of its next turn
Slip. After knowing the result of a re-roll caused by this feature you can spend another charge to re-roll again (legendary resistances excluded).
Warp. You can spend additional charges to increase the range by an additional 30 feet for each charge you expend, also you can decide to change the saving throw to become a Wisdom saving throw.
Master Chronothief
15th-level Chronothief feature
You are considered a master in the field of Chronomancy. Starting at 15th level, you can overload your Chronometer, expending any remaining charges (at least 1), to cast time stop. Once you cast time stop in this way, you must finish long rests equal to the turns you were granted by time stop before you can use you're Chronometer again.
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