Wizard
Base Class: Wizard

Time is not a straight line—it ebbs and flows like liquid, looping around itself in endless eddies and torrents. To the untrained, it is a relentless river, sweeping all along its course. But to the Chronurgist, time is clay to be shaped, a loom upon which fate is woven and rewoven.

Through careful study and sheer will, you have learned to pluck moments from the stream, accelerating your own actions beyond mortal limits. Past and future whisper in your ears, guiding your choices before they are made. But tread carefully, for the greater your grasp on time, the more it strains against you—fraying, twisting, threatening to snap.

A master of the Chronurgist’s art does not simply walk through time. They dance with it.

Level 3: One Second at a Time

When you take this subclass at level 3, you gain access to a number of Seconds equal to twice your proficiency bonus. You regain these Seconds after taking a short or long rest. Seconds may be spent on any of the abilities listed below:

  • Overclock:
    When you cast a spell that has a casting time of 1 action, you can spend 2 Seconds to instead cast the same spell as a bonus action.
  • Resurgence:
    As an Action, you can spend 3 seconds to gain a number of temporary hit points equal to half of the damage taken, rounded down, after the end of your last turn.(The number calculated does not take damage done to temporary hit points)
  • Temporal Dash:
    As a reaction to being hit by an attack, you can spend 2 Seconds to immediately take 10ft of movement from your next turn's movement. This movement does not provoke attacks of opportunity
  • Future Knowledge:
    You can expend 1 Second to add your intelligence modifier to an ability check of your choosing. This ability must be used before it is determined if the roll failed or succeeded. This feature may only be used twice a day.

Level 6: Chrono-Stream

By syncing yourself with the flow of time, you move with impossible precision, slipping between moments like water through a stream.
As an action, for 3 rounds you gain the following benefits:

  • You gain a bonus to AC equal to +2
  • You can add your Intelligence Modifier to dexterity saving throws
  • Your movement speed increases by 10 ft

Level 10: Echoed Spell

As time ripples around you, the magic you weave leaves an afterimage—a second casting echoing through the time-stream. Whenever you cast a spell of 3rd level or lower, you can choose to immediately cast the same spell again at the end of your turn. The spell being echoed by this ability must have a casting time of 1 action or 1 bonus action. Whenever you cast a spell in this way, roll 1d8. On a roll of 5 or higher, the spell is cast normally and does not consume a spell slot. On a roll of 4 or lower, the spell consumes a spell slot and deals damage equal to half of the spell's normal damage rounded up.

You may use this feature twice before taking a long rest.

Level 14: Time Thief

Your mastery over time allows you to slip between moments, stealing instants to evade hindrances that would otherwise bind you or gain back precious seconds to use to your advantage. Whenever you roll initiative regain 1d6 Seconds. This number increases to 2d6 at level 18 and 2d8 at level 20.

Additionally, When you are subjected to a condition that allows you to make a saving throw at the end of your turn to end it (grappled, paralyzed, stunned, or restrained), you have advantage on that saving throw as you slow time around yourself, carefully adjusting your movements to break free.

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