Wizard
Base Class: Wizard

In a magical world, few things are entirely impossible. Still, only a small core of intellectuals have heard tales of a school dedicated to studying time. Members of the school of temporal magic are known as chronomancers and these mysterious figures guard the basis of their abilities, especially from other wizards. While other schools are joined together in their understanding of a specific form of magic, the chronomancers are joined in an understanding that reaches to the deepest core of reality. Chronomancers do not often reveal themselves in public, often using magic under the guise of similar spells. The altering of even a single event is normally done with the utmost secrecy and only when necessary, but if a chronomancer begins to do so often, any major disruption is corrected by another chronomancer. The seeking and correction of such disruptions is one of the main goals of the school of temporal magic. 

Evidence has been gathered and weighed, but most simply cannot conceive of a wizard with power over the natural order of events. A chronomancer sees time as only the perception that events occur in an order. They understand that all events, past and future exist simultaneously. Living creatures create time, spawning the concepts of past and future in the process. In truth, not only do the past and future co-exist with the present but so too do all possible pasts and futures. What would have happened had the king spared your brother? The possibility exists, just beyond your reach. This vast spawning place, where all futures and pasts coincide is called the Continuum by chronomancers or, more traditionally, the Demi-Plane of Time. It is from within this void that the chronomancer manipulates the weave, casting spells that are unique yet seem familiar to any with knowledge of magic. 

Forced Flashback

Beginning when you select this school at 2nd level, you learn how to create small variations in a creature's timeline. Using a reaction, you can force a target seen by you to immediately reroll one saving throw, ability check, attack, or damage roll. You can choose to force a flashback after any outcomes of the roll are determined, but before they take affect. When cast at a willing target, you can choose which roll takes affect. If the target is unwilling, they must use the new roll.

Once you use this feature, you must finish a long rest before you can use it again. The number of uses increases by one at levels 6, 10, and 14.

Echoes of War

Beginning at 2nd level, your understanding of time allows you to act preemptively in battle. You can choose to add a bonus to your initiative rolls equal to your Intelligence modifier.

Additionally, you gain proficiency with anachronistic versions of firearms firing laser or antimatter ammunition.

Double Step

Starting at 6th level you can transpose yourself to a recently discarded timeline. On your turn, you can take a backward step through the Demiplane of Time, reducing any remaining movement to 0 while allowing you to take one additional action. From the point of view of others, these actions happen simultaneously. This additional action does not provoke reactions.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Memory Swap

Beginning at 10th level, you have attained a greater mastery of your own timeline. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You must have your spellbook open and in hand to use this feature.

Once you use this feature, you must finish a short or long rest before you can use it again.

Temporary Mastery

Starting at 14th level, your knowledge of the Demiplane of Time allows you to replicate the casting of nearly any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’ spell list. The spell must be of a level for which you have spell slots, you must have seen it cast at least once, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

Once you use this feature, you must finish a long rest before you can use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
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