Base Class: Wizard
Chronomancers are a small and highly secretive branch of wizards. This subclass is still in testing so I'd appreciate any helpful balancing comments. Although it was intended to be a step above normal wizard subclasses, just not godlike. I'm still writing the lore for the subclass as well, more to come when I'm feeling up to it, right now I'm very tired.
Time Wizards Phylactery
A Pseudo Phylactery, every Time Wizard has its own. It is bound to them, and they can use it as a spellcasting focus. The Phylactery looks like a brass pocket watch but doesn't function normally like one. The Phylactery is, in essence, a Time wizards link to the Demi-plane of time, binding the wizard's soul to the soul of Time Dimensional. The Phylactery stabilizes the Time Wizards connection to the dimensional and allows them to bend strands of the Demi-plane of time into their magic, while the Time Dimensional acts as a "Parole Officer" to ensure the wizard doesn't attempt to alter the space-time continuum beyond there abilities. If the Time Wizard does not have their Phylactery, they gain none of the abilities or features listed below. If the Wizards Phylactery is destroyed they lose their ability to cast magic all together until they complete a 24-hour ritual to invoke there bonded Time Dimensional to help them restore it. During this time, the wizard's body remains in a time-locked state, both ageless and motionless. While in this state the wizard is considered blind, deaf, and paralyzed. The Phylactery has an AC equal to your intelligence score and hit points equal to 10 times your wizard level. It is immune to all conditions and is immune to poison and psychic damage. Any saving throw imposed on the Phylactery while you are wearing it is made using your stats and proficiency modifier (If you are already subject to the saving throw, you needn't make a separate saving throw for the Phylactery). If the Phylactery is damaged but not destroyed, it automatically heals a number of hit points equal to your wizard level every hour.
"The Second Hand"
When you choose this subclass at 2nd level, you receive your Phylactery and gain access to specific abilities that allow you to manipulate the "Second Hand" on it. You can choose to use one of the below-listed abilities consequence-free for up to a number of times per day equal to your Intelligence modifier. You regain all expended uses of this ability at the end of a long rest.
- Rewind: you can use your action to undo the most recent damage done to you or a creature you can touch. In order for damage to be recovered this way, a creature must have sustained the injury no more than one round (6 seconds) prior.
- Fast Forward: As a bonus action, you can fast forward yourself or a creature you can see within 30 feet of you. That creature gains an increased 10-foot movement speed, and attacks of opportunity have disadvantage against them until the start of your next turn.
- Pause: When a ranged attack is made against you or a creature within 60 feet of you, you can use your reaction to impose disadvantage of that attack roll as you temporarily freeze the projectile in place for a split second.
“The Minute Hand”
When you reach the 6th level, Your mastery of manipulating the strands of time has unlocked an additional part of your Phylactery, allowing you to use it's "Minute hand." Unlocking the minute hand grants you with a more exceptional ability to manipulate the flow of time. Add the "Slow" and "Haste" spells to your spellbook if you don't have them already. When you cast either of them, you can choose whether or not the spell has one of the following features below.
- Feels Like An Eternity: When you cast "Slow" you can give affected creatures disadvantage against the spell's initial save; however, you have a disadvantage on concentration saves to maintain the spell.
- In The Blink Of An Eye: When you cast "Haste" you can choose a second target within 10 feet of the first target to gain the spell's benefits as well; however, the spell's duration is cut in half.
“The Hour Hand”
Starting at 10th level, your bond to the Demi-plane of time has become strong enough to allow you control over manipulating the powers of your Phylactery's "Hour Hand." The Hour Hand grants limited sight into the past or future. You gain advantage on all intelligence (History) checks, and you roll initiative with advantage. You also add the "Contact Other Plane" spell to your spellbook, if you don't have it already. You can only use the spell to contact your time dimensional in its native plane of existence.
"Longcase Pendulum"
Starting at 14th level, you learn the "Magnificent Mansion" spell and can cast it without spell components or expending a spell slot once per day. If cast this way you must hold your Phylactery onto a point you choose for the duration of the casting of the spell. Upon successfully casting the spell, the Phylactery turns into a large Longcase clock with a front door that is 5 feet wide and 10 feet tall that leads into the "Mansion." When the "Magnificent Mansion" spell is cast using this ability it creates a temporal sanctuary with the following changes applied to it:
- The entrance to the Longcase cannot be dismissed as per the usual effects of the "Magnificent Mansion" spell. The Longcase clock can be destroyed, and it uses the same stats as your Phylactery that is specified in the "Time Wizard Phylactery" section above. Damage done to the longcase causes massive tremors easily detectable by creatures inside the mansion. If the Longcase is destroyed while creatures are inside, the creatures are shunted to the Demi-plane of time, and the DM determines what happens from there.
- The spell does not produce the food and drink that normally would.
- All of the servants in the mansion take the form of the wizard in various stages of there life from the past.
- Creatures inside the mansion do not age or grow hungry as their bodies have been suspended from the time stream. However, time passes as it normally would outside the longcase. A creatures need for sustenance is merely paused while inside the temporal sanctum not completely eliminated.
- The Mansion houses a tangible representation of the time dimensional bonded to your soul. The physical form they take is based on your subconscious preferences, often taking a form that you would find pleasant or relaxing. They speak and all the languages you understand and can be asked questions about the past present and future, but will never divulge information that will drastically change the course of history as it is not within there nature to do so. The form represented in the temporal sanctum is merely a representation of the time dimensional and does not house the creature's actual self. Therefore it is immune to the effects of any spells cast on it as well as all conditions and must follow the same rules set for any of the other servants in the Temporal sanctum (i.e. cannot harm anyone, cannot leave the sanctum, etc.)
The spell otherwise functions as it normally would.
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