Wizard
Base Class: Wizard

The Chronurgist focuses their studies on the magical manipulation of time enabling them to alter its flow to their advantage. They can hasten their allies, slow their enemies, or rewind time to avoid mistakes, or even delay their spells until the perfect moment.

Time Spells

You automatically learn spells related to the manipulation of time in the table below when you reach the appropriate level in this class:

Chonurgist Level: 3rd - Feather fall, Expeditious Retreat
Chonurgist Level: 3rd - Blur, Hold Person
Chonurgist Level: 5th - Haste, Slow
Chonurgist Level: 7th - Mordenkainen's Private Sanctum, Death Ward
Chonurgist Level: 9th - Legend Lore, Modify Memory

Chronal Shift

Starting at 3rd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes a d20 Test 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 twice, and you regain any expended uses when you finish a long rest.

Temporal Stasis

As an action, you can magically force a creature you can see within 60 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, the creature is frozen in time until the end of your next turn, the creature is incapacitated has a speed of 0 and has Total Cover to all effects beyond itself. You can choose to release the target before the normal end point (no action required).

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Delay Spell

Starting at 10th level, you can contain your spells within a bubble of time. When you cast a spell, you can choose to delay it's effects, containing it within a sphere of frozen time the size of your fist. You expend any required spell slot during this initial casting. You can use an Action to release the spell at any time before you finish your next long rest enacting its effects as if you had just cast it.

You can only have one such spell contained in this way at a time, if you delay a second spell the first spell dissipates.

Chronal Rush

Starting at 14th level, you can choose to take a second Action on your turn. When you do so you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

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