Base Class: Wizard
Chronomancy was a school of magic dealing with movement through time, or the manipulation of time. It was a secretive and rare school of magic, and most wizards had difficulty comprehending the possibility of altering the natural courses of events. Those wielding power in this school were known as chronomancers.
Wizards who dare to dabble in this school are either considered as fools or walking corpses. But only by those who do not truly understand the possibility of chronomancy. For they do not realise that in reality, everyone is a chronomancer. The very act of existing shows that you have the potential. But it is only by studying this school that one is able to truly grasp it's capabilities. Chronologic magics can teach many things to those who are willing to spend the time to listen. It can tell one more about the past than any book ever could and show truth where it has been forgotten or not yet discovered. Though most never find their way far into this school, those who do are the pinnacle of all creation.
Threads of Time
At 2nd level, you learn to control the threads of time that weave throughout all of creation. These threads are represented by chronoshards, which allow you to create a variety of magical effects.
You have an amount of chronoshards equal to your wizard level. You can never exceed this number.
When damaging a single or multiple targets with a spell, attack, or ability you can expend a number of chronoshards equal to or less than the number of damaged creatures (but no more than your proficiency bonus). Deal an amount of force damage equal to your intelligence modifier to a number of creatures equal to the amount of chronoshards spent. These creatures must have either been affected directly by your spell, attack, or ability or be within 5 feet of a creature who was. This damage increases when you reach higher levels.
At 11th level, this damage increases to 1d6 + your intelligence modifier. At 17th level, it increases to 2d6 + your intelligence modifier.
You regain all spent chronoshards when you finish a long rest.
Rejuvenating Threads
At 14th level, your greater understanding of time gives you the ability to alter time around a creature in restorative ways.
- The maximum amount of chronoshards you can spend on an attack, spell or ability using Threads of Time doubles (now twice your proficiency bonus)
- The Threads of Time feature can also be triggered by healing effects caused by the user (includes potions and other items)
- When targeting a creature with the Threads of Time feature, the caster can spend 1 additional chronoshard to heal the creature instead of damaging it. e.g. At 11th level if 3 creatures are targeted with the Threads of Time feature, you can spend 6 chronoshards to heal all 3 creatures for 1d6 + your intelligence modifier.
Tempered Body
Beginning at 2nd level, you learn to temper your mind, body and soul. Preparing yourself for the coming and past days. This tranquil state increases the durability of your body and soul. Gain proficiency in Constitution saving throws. If you already have this proficiency, you instead train your soul, gaining proficiency in Charisma saving throws.
Distortion
Beginning at 6th level, you learn to temporarily distort the very nature of another creature. Including yourself.
You gain two of the following Distortion options of your choice. You gain another at 10th and at 14th level. A creature can only be affected by one distortion at a time and casting a second distortion on a target will end the previous distortion, unless otherwise noted.
During a short rest, when you expend a hit dice, instead of healing yourself you can instead replenish 1 chronoshard.
Acceleration
Accelerate a creature's body, allowing them to accelerate at a different time. As an action, spend 7 chronoshards and choose a creature within 30 ft. The creature gains an additional action for the next 18 seconds (3 rounds). This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Chronologic Rearrangement
Make a minor distortion to the chronological order of events. After the initiative order is set, spend 4 chronoshards to cast this distortion. Roll 1d8 plus half your proficiency bonus (rounded up). Either add or subtract the total from the initiative of a creature of your choosing that you can see or hear. You do not have to know the creature's initiative to cast this on them. This distortion lasts for the rest of the engagement. This distortion does not end if another distortion is cast on the same creature.
Halt Time
As a reaction, spend 12 chronoshards to cast this distortion on yourself. When you cast this, you lose concentration if you are maintaining it and immediately take another turn. Any effects that occur due to you ending your concentration on a spell do not occur until the end of this affect. You can not use this distortion to avoid the results of an attack roll or spell cast after it has been declared (DM discretion). During this turn you gain the following bonuses:
- Have advantage on all attacks. Any attacks that hit are a guaranteed critical
- You do not provoke opportunity attacks
- Creatures can not take a reaction during your turn
- All saving throws made by creatures have disadvantage during your turn
Any effects or spells that give the player an additional turn such as Time Stop can not be used while this distortion is in effect.
Once you finish this turn, Halt Time ends and time continues from when you cast this distortion. Any affects that did not occur because you cast this spell (lethargy from the Haste spell) would occur now. An observing creature who is watching you before and after this affect would see you as teleporting from one spot to another.
Once you use this distortion, you must take a long rest before you can use it again.
Merge Timestreams
Draw multiple time streams into your own, summon multiple copies of yourself right next to you. As a reaction, spend 2 chronoshards to gain the effects of the Blur spell until the end of your next turn. This does not require concentration to maintain.
Multi-Step
You learn of a way to move your feet twice as fast. As a bonus action, spend up to 3 chronoshards to increase your speed by 15 ft per chronoshard spent until the end of your turn. Movement used from this distortion does not suffer from difficult terrain.
Quick Thinking
Give yourself an instantaneous burst of speed. At any point during a combat round, spend 1 chronoshard to gain 1 additional reaction until the start of your next turn. You can only benefit from this Distortion once per combat round. This distortion can be used simultaneously with other distortions and neither will cancel each other out.
Uncany Mind
Starting at 10th level, your nature allows you to remember most of which you have seen. Though time may erode your body, your mind stays strong.
Gain proficiency in History checks. If you already have it, double your proficiency. You can accurately recall anything you have seen or heard within the past month. If you have the Keen Mind feat, increase this to the past 2 months.
Restore Time
At 10th level, you can regain your temporal energy after taking a simple nap.
During a short rest, you can spend a number of hit dice to regain that amount back in chronoshards. When spending hit dice in this way, you do not roll the dice. You only gain 1 chronoshard per dice spent.
e.g. At level 12, spending 7 hit dice this way will restore 7 chronoshards. You will then have 5 hit dice remaining which you can use to recover hit points as normal.
Temporal Master
At 14th level you learn ways to peak into the past of yourself and others. Select an event that either yourself or the other creature experienced within the past month. Expend an amount of chronoshards equal to half (rounded up) the amount of days since that event. After 10 minutes you can to look back onto an event within the past month that either you, or a that creature experienced. If the creature is unwilling, then it must make an Intelligence saving throw. On a failed save, the caster is taken back alone to that event for an hour to inspect it as an astral projection. On a successful save, the caster takes force damage equal to the amount of chronoshards spent as d8s (6d8 if 6 chronoshards were spent), the spell ends, and the target creature becomes immune to this effect for the next year. If the creature is willing then both the creature and the caster are taken back to the event as an astral projection.
While at this event, it plays out much like a movie. The astral projections can walk or fly around freely to explore this event for 1 hour. They are able to make skill checks while at the event, but can not physically interact with it. Allowing them to potentially learn new information they previously did not know. The astral projections can not leave this event and will hit an invisible wall if they stray too far. The caster is able to control the flow of time around how this event is played out to them. The caster can pause the event, play it at it's normal speed, rewind, accelerate or skip it to specific time frames within the event. The event will display up to 24 hours from after when you arrived. E.g. If the vision you are watching starts at 7:00pm on the 23rd day of the month, then the events that can be viewed range from the 7:00pm on the 23rd until 7:00pm on the 24th of that same month.
The astral projections are sent back into their bodies after 1 hour or if the caster wishes to end the vision early. To all those observing the ritual, the vision seemingly ends the second it starts. As if no time had passed.
If 20 chronoshards were spent, events at any point in time within the caster's or creature's lifetime can be selected. However the vision of the event only lasts for 1 minute instead of 1 hour and the caster has no control over the flow of time when observing the event. It simply plays out as it did and then ends.
Slowed aging
You understand the intricacies of time down to it's very fundamental levels and gain unparalleled mastery over it. At 14th level, you age at a rate of one 20th. Growing only 1 year older every 20 years. You also can not be aged by magical means unless you choose otherwise.
Previous Versions
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