Wizard
Base Class: Wizard

Being a very rare form of magic many people seek to learn from the death defying ways of Chronomancy. In the old and cruel ways of the Capti many sought to expand what short time they had, testing their findings on others. You work to interpose your self into the weave of time and bend its construction to your will. 

Chronomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a chronomancy spell into your spellbook is halved.

Time Slip

Starting at 2nd level you slow time briefly enough to disengage, dash, or hide as a bonus action 

Recall

At 6th level you gain the ability to use a reaction to negate any damage done to an you or an ally you can see within 30ft that reduces them to 0 hit points. You can use this ability once per long rest. 

 

 

Time stop

At 10th level the duration of chronomancy spells that require concentration can be extended up to double the original duration. 

Chronostasis

At 14th level as an action you can freeze one creature in time until the end the beginning of your next turn. The creature must make a wisdom saving throw against you spellcasting save DC. While frozen in time the creature is immune to the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious, and exhausted effects and is immune to physic damage. For every point of damage the creature takes in chronostasis they will fly back 1ft at the end of this effect. If the creature hits an object while flying through the air it will take 1d6 for every five feet of movement left over. 

For example if a creature takes 60 damage in chronostasis it will move back 60 feet. If that creature hits a wall 10ft in it will take 50ft worth of damage which would be 10d6.

 

Comments

Posts Quoted:
Reply
Clear All Quotes