Wizard
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 is a rework of the Chronurgy Magic wizard subclass, originally printed in Explorer's Guide to Wildemount.

Momentary Stasis

At 2nd level, you can momentarily halt time around other creatures. Whenever another creature you can see within 60 feet of you hits with an attack roll or succeeds on a saving throw, you can use your reaction to impose a -1 penalty to the roll, potentially changing the outcome. This penalty increases when you reach levels 6 (-2), 10 (-3), and 14 (-4).

Temporal Awareness

Starting at 2nd level, you can add your Intelligence modifier to your initiative rolls.

Arcane Adaptation

When you reach 6th level, the flow of time has become modified around you, granting you the following benefits:

  • You can take additional reactions at any time, but you cannot use this to perform the same reaction multiple times between each of your turns (targeting a different creature with the same feature doesn't count as a different reaction, nor does making a different type of Opportunity Attack, such as with a different weapon).
  • You only add 1 minute to a spell's casting time when casting it as a Ritual, and when you cast a spell, you can do so in only 10 minutes if it would otherwise take longer.
  • You can prepare additional spells whenever you choose your Wizard spells to prepare, up to a number equal to your Intelligence modifier (minimum of 1). These spells must have a casting time of 1 reaction or a casting time greater than 10 minutes.
  • You can scribe spells into your spellbook in only 2 minutes per level of the spell.
  • You can complete Short Rests and Long Rests in half the usual amount of time that it would take you to do so.

Chronal Sight

At 10th level, your mind has been opened to visions of the immediate future. Whenever you are hit by an attack or you fail a saving throw, you can use your reaction to gain a bonus to your AC against that attack or a bonus to that saving throw. This bonus equals your Intelligence modifier.

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.

Convergent Future

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and simply decide whether the roll succeeded or failed. You can use this feature after knowing whether the roll succeeded or failed, but before any of the roll's effects occur.

When you use this feature on a creature, you gain one level of exhaustion and can't use this feature again on that creature until you finish a long rest. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

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