Base Class: Wizard
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
This subclass is an updated version of the Chronurgy Magic subclass for Wizards from Explorer's Guide to Wildemount, following the precedence set by the 2024 Wizard subclasses such as Evoker and Abjurer. As such, the subclass will see some buffs to bring it more in line with the other subclasses that focus on a particular school of magic.
Level 3: Chronurgy Savant
Choose two Wizard spells from any school of magic that have the dunamancy tag, each of which must be no higher than level 2, and add them to your spellbook for free. The most common examples of this tag are dunamancy: chronurgy and dunamancy: graviturgy.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from any school of magic that has the dunamancy tag to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Chronal Shift
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 60 feet 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 a number of times equal to your Proficiency Bonus, and you regain any expended uses when you finish a long rest.
Level 3: Temporal Awareness
You can add your Intelligence modifier to your initiative rolls.
Level 6: Momentary Stasis
As an action, you can magically force a creature you can see within 60 feet of you to make a Constitution Saving Throw against your spell save DC. The creature has Advantage on the saving throw if it is Huge or larger. On a failed saving throw, the creature is encased in a field of sealing magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is Paralyzed. On a successful saving throw, the creature instead has Disadvantage on all attack rolls and its speed is halved until the end of your next turn or until the creature takes any damage.
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.
Level 6: Forewarning
Your awareness of alternate timelines allows you to better prepare for eventualities and surprise your enemies when they least expect it. Whenever you make a Constitution Saving Throw to maintain Concentration, you can add your Intelligence modifier to the result of the roll. Additionally, whenever you force another creature to make a Constitution Saving Throw to maintain Concentration, you may add your Intelligence modifier to the DC of the Saving Throw.
Level 10: Arcane Abeyance
When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. If the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
You can have a number of beads created up to your Proficiency Bonus.
Level 10: Chronal Recovery
Your uses of your Chronal Shift feature now recharge whenever you complete a Short or Long Rest.
Level 10: Heightened Temporal Awareness
Your awareness of the immediate future has improved. While you are not Unconscious, you cannot be Surprised and creatures cannot gain Advantage on attack rolls against you as a result of being unseen by you. Furthermore, when you roll Initiative and a creature you can see within 60 feet of you is Surprised, you may use your reaction to magically rewind the creature's timeline, granting them a moment's warning and removing the creature's Surprised condition.
Level 14: Convergent Future
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you use your Chronal Shift feature, you may optionally choose to instead ignore the die roll and decide whether the number rolled is treated as a 20 or a 1 (your choice). When you use Chronal Shift in this way, the creature must use the new roll you have designated.
Additionally, ensuring an outcome in this manner causes stress to your mind and body. You may use this feature once per long rest with no drawbacks. However, should you use this feature again, you must succeed on a Constitution Saving Throw after each additional use of this feature before finishing a long rest or suffer a level of Exhaustion. Any levels of Exhaustion inflicted by this feature can only be removed via finishing a long rest. Furthermore, while you have any levels of Exhaustion inflicted by this feature, all subsequent uses of this feature require making the same Constitution saving throw, regardless of whether you have finished a long rest. The DC for the Constitution saving throw starts at 15, then increases by 5 for each subsequent use of this feature. The DC only resets back to 15 once all levels of Exhaustion inflicted by this feature are removed and you have finished a long rest.
Level 14: Arcane Remission
When you create a bead using your Arcane Abeyance feature, you may condense the magic from any spell cast with a spell slot of 5th level or lower rather than 4th level or lower. Additionally, you can use your action to trigger a bead's stored spell if you are within 120 feet of it. When triggering the stored spell in this way, treat yourself as the caster and as if you were standing where the bead is located. Triggering the bead's stored spell in this way still consumes the bead as normal.
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Posted Mar 16, 2026Any chance you would change the "decide whether the number rolled is treated as a 20 or a 1 (your choice)" to the standard "decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice)"?
The implication is that convergent future can impart critical success or failure with the update, which is too much in my opinion.