Base Class: Wizard
Time mages: practitioners of a meta-school of magic of such potential for havoc that its very existence might be one of the most fiercely-guarded secrets even from some of the most learned grandmasters of magic. Chronomancy - the power of Time itself. Chronomancers are most typically taught this secret power by other Chronomancers, often who have been watching the candidate in secret, at multiple points in their life, and frequently from another time period than the candidate; most typical, but still extremely rare. Even more unlikely, sometimes a Chronomancer learns this secret art by stumbling upon some text or scroll that contains knowledge of the demiplane of time, or advanced magical theory on manipulating temporal flow while also containing the paradoxical repercussions of such meddling. Most rare of all, though it happens, a studying wizard might come to hypothesize - correctly - about the nature of time all on their own.
Depending on the setting, Chronomancy may be a profoundly secret art, or it may be a commonplace field of study. Given the delicate nature of their art, Chronomancers might strongly tend to guard the secret of their power and their study above all else. If it is a secret, then should this secret be let slip too publicly, or too frequently, the offending Chronomancer may find that they have a host of other Chronomancers to contend with; or worse: the native creatures of the demiplane of time. An adventuring Chronomancer may choose to divulge their own nature to close, trusted companions, or even mentor and train a spellcasting companion in the ways of Chronomancy, but in realities where Chronomancy is unspoken of (DM discretion), the Chronomancer should avoid selling, trading, or carelessly discarding Chronomantic spells or literature. In settings where Chronomancy is secret, Chronomancers often masquerade as Transmuters, Diviners, or a "peculiar student of magics that fall somewhere in between the two".
A Chronomancer may be an eager historian, travelling back and forward through time to record events of history with unmatched accuracy; or may be an opportunist, jumping to points in time when things are (or will be) known to have gone mysteriously missing... only to return home to fame or profit; or could be an idealist who leaps through time, righting wrongs, restoring timelines to "what they ought to be", or attempting to alter events to suit their own personal ideal history of a family, city, or realm - though often things work out in a way unexpected by the meddler.
In all cases, Chronomancers understand the dangers of recklessly meddling with the histories of reality, at best trying to repair or prevent damage to the fabric of reality whenever they see problems, and at least attempting to avoid getting caught up in any untempered temporal paradoxes personally. Even those who manipulate time for selfish gain or personal ideology understand that there are some laws of nature that should not be carelessly ignored.
DMs Note: Chronomancy and time travel are very advanced and complex concepts to include in a single-author story, let alone a multi-author role playing campaign. Be sure you are familiar with this subclass and any spells published here or created by you or your players before you consider allowing this subclass to be used by a player. Regardless of whether it is a player or an NPC who is granted the Chronomancer subclass, it is also recommended that you decide beforehand upon some in-game nature of time for resolving changes to the story due to time travel (examples: if you go back and change something: did you really just branch into an alternate reality? ; or did you actually change things in the future but are still able to remember the original past events? ; or did you actually change nothing at all and this was how things were ALWAYS meant to happen? ; or do changes made to the past always result in a series of unexpected events that end up producing the same outcome no matter how hard anyone tries to change it (the time traveller's fiance always dies on Tuesday by some means no matter what is changed) ? ; etc). Also be sure to talk with your player(s) beforehand and make sure this material is used with the goal of everyone having fun and making a more interested and exotic story together, rather than one player gaining more power than the other players, or being destructively disruptive to the campaign or setting.
Version Notes: Version 2 of the Chronomancer Subclass has been published with all my currently-public spells (currently 50+) associated with the class listing. Please enjoy!
Alternate Reality
Beginning when this subclass is selected at 2nd level, the Chronomancer learns how to create small variations in the probabilities of reality. Each variation lasts only a moment, but creates alternate results for one recently-past event. When altered in this way, any one event attempted by a target the Chronomancer could see during the previous round is recalculated, essentially allowing (or forcing) that character or creature to make a new die (or dice) roll. Only events that begin and end in a single round can be affected in this way. Only one roll-event can be rerolled. If the target is a willing recipient, the Chronomancer can choose which roll (the original or the new roll) affects them. If the target is unwilling, they must reroll the action and accept the new result, whatever its outcome.
Typical uses of this ability include: allowing a fighter to reroll an attack; forcing an opponent to reroll a successful saving throw; or allowing a wizard to reroll the damage caused by a weak fireball.
In order to use this ability, the Chronomancer character throws a small, unmarked die. Each alternation can be made only once per turn, and only two such alternations can be made by the Chronomancer until a long rest is taken.
Exclusive Studies
When this subclass is selected at 2nd level, the Chronomancer permanently gains access to a new meta-school of magic: Chronomancy. While this isn't actually a school of magic, but rather a new way of thinking about magical properties of many of the existing schools of magic, only a Chronomancer may learn and cast these spells. Anyone may attempt to read your spellbook, but only a Chronomancer would ever be able to make sense of any spells of the Chronomancy meta-school recorded therein. To all other magically fluent readers, these spells simply appear nonsensical. When this subclass is selected, the Chronomancer immediately trades at least two of their currently known level 1 Wizard spells for an equal number of level 1 Chonomancy spells, and trade at least one of their known Wizard Cantrips for an equal number of Chronomancy Cantrip. It is strongly recommended that at least one of the Chronomancer Cantrips taken is Detect Temporal Anomaly. Finally, the Chronomancer may now trade one of their weapon proficiencies for a future or forgotten version of that weapon. For example, anachronistic versions of a light crossbow may included a springbolt gun, flintlock pistol, revolver, or laser pistol. Other versions of quarterstaff may be nightstick, collapsible baton, or cattle prod.
Temporal Agency
At 6th level, you can unconsciously sense some ebb and flow in the momentum of time. As a result, you act as though immune to time flow effects such as Haste or Slow. This is really an unconscious reaction to the change in which you unknowingly alter your own flow of time in the opposite direction to compensate for and cancel the effect. Your base movement speed is also increased by 5.
Immunity: Haste spell
Immunity: Slow spell
Base Speed +5
Reverse Causation
Upon reaching 10th level, you can begin to consciously sense the subtle reflections of causality travelling back up the timestream ahead of your own lifeline. When a creature makes a successful attack against you, or when you fail a saving throw against hostile magic or traps, you can opt to automatically succeed the save, or force the opponent to miss, instead, as you take last moment action to avoid the sensed danger. Once you use this feature, you can't use it again until you finish a short or long rest.
Greater Improbabilities
At 14th level, Alternate Reality can now be used up to 3 times per long rest.
Previous Versions
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Hi Hristos! I'm very happy to hear that you are enjoying this series.
To answer your question, yes, there are multiple other ways to travel to/from the demiplane of time besides the moderate-level permanent gateway spell - though not all are easy.
First is the 2nd level spell Timeslip - [https://www.dndbeyond.com/spells/40828-timeslip], which allows the caster and multiple friends/targets to slip in between their current plane, and the demiplane of time.
Of course, since we're talking about a high-level Chronomancer, a Wish spell would probably do the trick too, but that's certainly a lot more expensive than having your character research a variant version of the 5th level Create Timegate [https://www.dndbeyond.com/spells/40849-create-timegate] spell, where you could have a shorter casting time to simply create a momentary portal for some appropriate material cost compared to the permanent one. Due to the dangers you avoid by making this temporary instead of permanent, as well as convenience of faster casting, I would either recommend having that end up being a 6th level spell and/or I would recommend significantly increasing the dangers it generates by attracting unwanted attention from creatures native to the demiplane of time.
Then there are rumors of temporally imbued artifacts scattered throughout history. One such example is a magical key that can unlock thin air, and cause a door to "a place where time is but a road to walk upon" to open for a short while. A few versions of items like this key were said to exist, with some only working at specific times of day or in special locations where the fabric of reality is weak, and others only working once per day or once per week, or requiring spell slots to be expended to recharge them.
Next is a temporal vortex. These vortices can occur naturally (especially around areas of great historical significance, or near paradoxical phenomena), can be artificially encouraged (typically by messing with time and space in dangerous ways), or as part of a Temporal Storm (more on that below). Vortices are basically whirlpools or maelstroms in the fabric of spacetime, and as such they are both dangerous and unpredictable if not already explored and mapped. Vortices can exist in both reality planes and the demiplane of time, an act as conduits between the two, and also between two or more places in the demiplane of time. They can shave centuries off your journey, or add to them. Vortices can be found in the demiplane of time in clusters of 1 to 5, and very large ones can arise when dozens of different vortices intersect and fuse together. Dangerous creatures (like the Timeweaver Spider [https://www.dndbeyond.com/monsters/113593-timeweaver-spider]) often make their elaborate web lairs in the nooks of clustered vortices in the demiplane of time, so beware. Traversing a vortex in a reality plane is simple: enter it or get sucked in. Navigating one in the demiplane of time is significantly more complicated: you must enter a vortex by walking around the edge, and then slowly beginning to spiral inward toward the center as you walk. Vortices are 4-, 5-, or even 6-dimensional objects, so the angle at which you spiral into them changes the destination you will connect to when you pass the event horizon: clockwise vs counter-clockwise, 10 degree inward spiral vs 4 degree, etc. Unless you have a map - or can divine the information yourself or with equipment - they can be exceptionally challenging routes to take. While a vortex is difficult to navigate and traverse, it is dead simple to exit. You can just walk in a straight line directly out of one with no ill effects. A solid use of the Detect Temporal Anomaly [https://www.dndbeyond.com/spells/40802-detect-temporal-anomaly] cantrip would be to let your higher-level Chronomancer sniff out natural vortices in the current plane, and utilize them.
Then there is a species of creature called the Time Dog [https://www.dndbeyond.com/monsters/104671-time-dog]. They are related to Blink Dogs, but instead of teleporting through space, they teleport through time. They technically accomplish this by employing a natural ability form of the Timeslip - [https://www.dndbeyond.com/spells/40828-timeslip] spell mentioned above. It's conceivable that you could befriend or domesticate a Time Dog, and it could be used to Timeslip itself and a single person in direct contact with it. Or perhaps you could harvest blood or other magic-related organs from a Time Dog to create potions, scrolls, wands, or other apparatuses that had some limited-charge or limited-per-day/week uses for opening a temporary portal between a reality plane and the demiplane of time.
Finally, there are Temporal Storms, or Paradox Storms. These are terrifying. When a major temporal paradox or other causality violation event occurs in a reality plane, the fabric of existence begins to fracture and tear. Depending on the severity of the event, strange and alien looking stormclouds can begin to form minutes to weeks before. When the storm finally erupts, it is pandemonium. Strange temporal lightning bolts strike, great winds blow, and tornado-like vortices begin to form, sucking up anything and anyone in the area immediately around the paradox source. These energy bolts and tornadoes deal a lot of damage, but once you're sucked up into the mouth of the spout, you are deposited in the demiplane of time, halfway up the cone of a temporal vortex (as described above). With no knowledge of how to properly traverse the spiral of the vortex, it would be incredibly difficult to correctly navigate your way back to your original time and location where the storm struck you. Back in reality, once the source of the paradox has been swallowed by the storm, it dissipates just as quickly as it arrived. One of the most surefire ways of creating a Paradox Storm is to travel through time and then physically meet your past or future self.
The final two "canon" ways to quickly go between the demiplane of time and a reality plane would be to either have a high level NPC Chronomancer send you, or for a Time Demielemental (I apologize, I've been so busy with work for several years straight now that I have yet to finish the monster entries for these) to take notice of you. Though... you really don't want a Time Demielemental to take notice of you, they are not typically interested in anything unless it threatens the integrity of time or reality.
All that said, I would encourage you to work with your DM and come up with additional methods, spells, or effects that might open temporary (or permanent) cracks between reality and the demiplane of time, and explore new dangers or shortcuts between the two.
I hope that answers your question. Thank you again for checking out my content!
Hey ive been loving playing this subclass and i wanted to know if there is any other way to easily travel to and from the demiplane of time for highlevel chronomancers without making a giant permanent time gate
This was as an error
Hi the_geekeygamer, each spell has its own homebrew entry, which I think you will need to acquire before you can add to your character.
I have a full list of all of these spells, and links to each of their individual homebrew pages, below in some of my earlier comments (scroll down to find). I edit to update those comments as new material is out.
If you have any issues with those links, let me know. I can send you links to spells directly.
Hey, it says a few times throughout your comments that the spells you made for the class are included with the subclass, but how do i access and chose them for my character?
Thank you so much! It makes me really happy to hear that this has been a part of your fun for almost 2 years.
Hey, just wanted to finally say thank you for this subclass. I have been running a campaign for about a year and a half and one of my players has been playing a chronomancer from levels 2-10. It's been really fun to DM and work through the subclass and what it offers, along with all the spells and creatures you created as well. Never got around to posting anything to thank you for all the work you put into this, so thank you.
Hi swisha, thank you for the heads up. Apparently "A Moment In Time" is... gone. It's not even a part of my private collection, or "your creations" anymore. Not rejected or removed, just absent. I wonder if that's an error, or if someone at DnDB actually deleted it.
At any rate, "A Moment In Time" was just the exact same spell as Time Stop, but set at level 8, since Chronomancers can cast time-related spells one level slot lower than other casters.
As for the components requiring exposure to Temporal Prime/Demiplane of Time: According to the 2e AD&D source book "Chronomancer", that demiplane can actually be accessed without spells, if you are unlucky enough to encounter a timestorm, or temporal maelstrom. Huge, mist-smoke whirlpools or tornado-like storms that can suck creature and objects out of reality and eject them out at the mouths of temporal vorticies in the demiplane of time. You might also find an item that has somehow otherwise spent the time there, before the player-character encountered it, or recover such treasures from creatures that originate in the demiplane but venture to the primes. Finally, you could probably work with a DM to come up with a creative alternative, or craft a special spellcasting focus that satisfied the requirements of 0 gp components that would otherwise require that exposure.
The spellcasting materials are my suggestions for flavor, rarity, and/or in-universe explanation for how some of the power is sourced. Since this is homebrew and not prescriptive RAW, of course, please feel free to change any of this to suite your own games as you DM, or work with your DM to determine best fits for your character, party, and campaign when you use this material.
Hey, I just recently found this subclass and the spells below and I have to say it looks really interesting and fun. I just have a few questions. For many of the spells created for this subclass, they require components that have spent a specific amount of time within the demiplane of time, such as Chronomantic Orb and Hold Metal. However, outside of just keeping said raw components on the caster and staying in the demiplane through means of Timeslip, I don't see a way of creating or gathering these components easily or reliably. Outside of writing these special components into a world via shops and scavenging, are there any other means to create these spell components other than Timeslip? Other than that, it seems the page for the "A Moment in Time" spell is down. Thank you for your time (no pun intended).
Krisispm, thank you! Please let me know if you have any questions, or let me know how your experience goes.
Exper, I'm still planning to get all the variants of the Time Demielemental finished up as soon as I can. We've been extremely busy on our current project at work, and until very recently were crunching for a while to try and meet our original deadline, which has now been extended. Hopefully that means I'll get a little more personal time very soon to finish up those 3 creature entries. I'll ping you directly at the same time that I add them in the comments here on this subclass after they're published.
This is phenomenal work. I need to read through all the spells!
If I may ask, how goes the development if the other beings in the demiplane of time? I showed this creation to a fellow DM and they've been using the demiplane very heavily in their games as of recent.
Apparently publishing a new version of Homebrew resets the Rating and the Publish Date.
Here is the current list of Chronomancy spells:
UPDATES ABOUT CHRONOMANCY SPELLS (click to expand):
July 2020:
Accelerate Ally re-added
Tachyon Burn
April 2019:
Temporal Transfusion
Time Bandit
February 2019:
Alacritic Casting - Version 2
Optimized Casting - Version 2
December 2018:
Accelerate Ally - Removed by moderates
Lifeline Bifurcation
Lifeline Bifurcation - Version 2
August 2018:
A Moment In Time
Accelerate Ally
Advanced Warning
Age/Rewind Animal
Age/Rewind Object
Age/Rewind Person
Age/Rewind Plant
Alacritic Casting
Chronomantic Orb
Conceal Temporal Anomaly
Create Major Paradox
Create Minor Paradox
Create Paradox
Create Timegate
Date Object
Decelerate Creatures
Delayed Damage
Detect Temporal Anomaly
Devolution
Extension
Hold Metal
Hourglasses
Know Age
Lifeline Ping
Lifeline Severene
Lifeline Tether
Magic Item Supercharger
Optimized Casting
Optimized Combat
Permanent Magic
Pre-/Post-Image
Pre-/Post-Image - Version 2
Presight
Precognitive Sense
Preserve/Decay
Prophetic Vision
Slow/Haste Metabolism
Spatial Incontinuity
Suspended Animation
Sustained Uncertainty
Temporal Bubble
Temporal Disjunction
Temporal Eye
Temporal Incontinuity
Temporal Push
Temporal Stasis/Reinstatement
Temporal Wall
Time Loop
Time Trigger
Timeheal
Timeslip
Cantrip
Date Object - [https://www.dndbeyond.com/spells/40804-date-object]
Detect Temporal Anomaly - [https://www.dndbeyond.com/spells/40802-detect-temporal-anomaly]
Know Age - [https://www.dndbeyond.com/spells/40878-know-age]
Presight - [https://www.dndbeyond.com/spells/40803-presight]
Sculpt Time Pockets - [https://www.dndbeyond.com/spells/135145-sculpt-time-pockets] (Created by Burticus)
Tachyon Burn - [https://www.dndbeyond.com/spells/483072-tachyon-burn]
Level 1
Chronomantic Orb - [https://www.dndbeyond.com/spells/40805-chronomantic-orb]
Hourglasses - [https://www.dndbeyond.com/spells/40877-hourglasses]
Pre-/Post-Image - [https://www.dndbeyond.com/spells/64103-pre-post-image]
Precognitive Sense - [https://www.dndbeyond.com/spells/40810-precognitive-sense]
Preserve/Decay - [https://www.dndbeyond.com/spells/40812-preserve-decay]
Slow/Haste Metabolism - [https://www.dndbeyond.com/spells/40815-slow-haste-metabolism]
Suspended Animation - [https://www.dndbeyond.com/spells/40874-suspended-animation]
Sustained Uncertainty - [https://www.dndbeyond.com/spells/40816-sustained-uncertainty]
Level 2
Accelerate Ally - [https://www.dndbeyond.com/spells/560543-accelerate-ally]
Age/Rewind Object - [https://www.dndbeyond.com/spells/40820-age-rewind-object]
Age/Rewind Plant - [https://www.dndbeyond.com/spells/40818-age-rewind-plant]
Alacritic Casting - [https://www.dndbeyond.com/spells/132697-alacritic-casting]
Decelerate Creatures - [https://www.dndbeyond.com/spells/40826-decelerate-creatures]
Lifeline Ping - [https://www.dndbeyond.com/spells/40825-lifeline-ping]
Spatial Incontinuity - [https://www.dndbeyond.com/spells/41250-spatial-incontinuity]
Temporal Transfusion - [https://www.dndbeyond.com/spells/142194-temporal-transfusion]
Time Trigger - [https://www.dndbeyond.com/spells/40831-time-trigger]
Timeslip - [https://www.dndbeyond.com/spells/40828-timeslip]
Level 3
Create Minor Paradox - [https://www.dndbeyond.com/spells/40837-create-minor-paradox]
Extension - [https://www.dndbeyond.com/spells/40834-extension]
Lifeline Tether - [https://www.dndbeyond.com/spells/40835-lifeline-tether]
Optimized Combat - [https://www.dndbeyond.com/spells/40832-optimized-combat]
Time Bandit - [https://www.dndbeyond.com/spells/142191-time-bandit]
Time Loop - [https://www.dndbeyond.com/spells/40838-time-loop]
Undo - [https://www.dndbeyond.com/spells/40839-undo]
Level 4
Hold Metal - [https://www.dndbeyond.com/spells/40876-hold-metal]
Lifeline Bifurcation - [https://www.dndbeyond.com/spells/100473-lifeline-bifurcation]
Prophetic Vision - [https://www.dndbeyond.com/spells/40841-prophetic-vision]
Temporal Disjunction - [https://www.dndbeyond.com/spells/40844-temporal-disjunction]
Temporal Push - [https://www.dndbeyond.com/spells/40842-temporal-push]
Timeheal - [https://www.dndbeyond.com/spells/40843-timeheal]
Level 5
Age/Rewind Animal - [https://www.dndbeyond.com/spells/40845-age-rewind-animal]
Create Timegate - [https://www.dndbeyond.com/spells/40849-create-timegate]
Devolution - [https://www.dndbeyond.com/spells/40846-devolution]
Temporal Wall - [https://www.dndbeyond.com/spells/40851-temporal-wall]
Level 6
Conceal Temoral Anomaly - [https://www.dndbeyond.com/spells/40852-conceal-temporal-anomaly]
Create Paradox - [https://www.dndbeyond.com/spells/40854-create-paradox]
Optimized Casting - [https://www.dndbeyond.com/spells/40853-optimized-casting]
Level 7
Delayed Damage - [https://www.dndbeyond.com/spells/40861-delayed-damage]
Permanent Magic - [https://www.dndbeyond.com/spells/40857-permanent-magic]
Temporal Eye - [https://www.dndbeyond.com/spells/40859-temporal-eye]
Level 8
A Moment In Time - [https://www.dndbeyond.com/spells/40869-a-moment-in-time]
Advanced Warning - [https://www.dndbeyond.com/spells/40864-advanced-warning]
Age/Rewind Person - [https://www.dndbeyond.com/spells/40863-age-rewind-person]
Magic Item Supercharger - [https://www.dndbeyond.com/spells/40865-magic-item-supercharger]
Temporal Incontinuity - [https://www.dndbeyond.com/spells/40868-temporal-incontinuity]
Temporal Stasis/Reinstatement - [https://www.dndbeyond.com/spells/40867-temporal-stasis-reinstatement]
Level 9
Create Major Paradox - [https://www.dndbeyond.com/spells/40871-create-major-paradox]
Lifeline Severence - [https://www.dndbeyond.com/spells/40872-lifeline-severence]
Temporal Bubble - [https://www.dndbeyond.com/spells/40873-temporal-bubble]
TIMELINE AND UPDATES ABOUT GENERAL CONTENT (click to expand):
July 2020:
-Subclass-
Updated Chronomancer with Version 2: Now automatically associated with all my homebrew Chronomancer spells (as of this date)
-Spells-
Tachyon Burn
April 2019:
-Items-
The Healer's High-Tech Heuristic Trifocals
November 2018:
-Classes-
Ice Potion Mutation (Sorcerer)
September 2018:
-Classes-
Sheer Force of Will (Sorcerer)
-Spells-
Shield of Will
August 2018:
-Items-
The Grumpy-Gus Nope-On-A-Rope
-Monsters-
Aeon Behir
Time Dog
Timeweaver Spider
June 2018:
-Backgrounds-
Time Traveler - Version 2
-Classes-
Chronomancer (Wizard)
-Monsters-
Time Wight
May 2018:
-Subclasses-
Chronomancer
-Backgrounds-
Time Traveler
-Items-
Damaged Light Blaster Pistol
Damaged Light Blaster Pistol - Removed by moderators
Reconfigured-Trigger No-Go Crossbow
Spell Gem
Other Chronomancer class options:
Another Chronomancer subclass was made by DMBrewCrew, but for Sorcerer, which I think is good. The Sorcerer Chronomancer and the Wizard Chronomancer could potentially pair well; the child of time and the student of time. Both have similar themes, yet also appear to fill some separate niches. I've updated the 50-something Chronomancer spells I have so that they can be used by both Wizard and Sorcerer Chronomancers once approved and published.
https://www.dndbeyond.com/subclasses/97455-chronomancer
And a Chronomancer variant of this Wizard subclass has been created by Burticus. It focuses a bit more on lore and history, and offers a good alternative option to the subclass here.
https://www.dndbeyond.com/subclasses/159248-chronomancer
I have also created some backgrounds, magic items, and a series of monsters native to the Demiplane of Time, and other places, which relate to Chronomancy, as well as some unrelated classes and spells. You can find links to those below.
Backgrounds:
Time Traveler - You have spent the early years of your life traveling in the company of a time traveler...
https://www.dndbeyond.com/backgrounds/11720-time-traveler
Temporal Monsters:
Aeon Behir - A nightmarish behir native to the demiplane of time, whose breath is capable of aging creatures into dust.
https://www.dndbeyond.com/monsters/113600-aeon-behir
Clocking Ticks (work in progress)
Temporal Ooze (work in progress)
Time Demielemental, Greater (work in progress)
Time Demielemental, Lesser (work in progress)
Time Demielemental, Superior (work in progress)
Time Dog - Keen dogs native to the demiplane of time that evolved from Blink Dog ancestors.
https://www.dndbeyond.com/monsters/104671-time-dog
Time Manta (work in progress)
Time Wight - A fiendish sentient undead, and fierce nemesis to Chronomancers and their companions
https://www.dndbeyond.com/monsters/105021-time-wight
Timeweaver Spider - Deadly spiders native to the demiplane of time that evolved from Phase Spider ancestors.
https://www.dndbeyond.com/monsters/113593-timeweaver-spider
Chronomantic Items:
The Keys of Time (works in progress)
Reconfigured-Trigger No-Go Crossbow - A curious light crossbow with an hourglass embedded in the stock. Bolts fired from it immediately get stuck mid-air, and cannot be moved by any amount of force...
https://www.dndbeyond.com/magic-items/141177-reconfigured-trigger-no-go-crossbow
The Grumpy-Gus Nope-On-A-Rope - A soap-shaped bar of metal on a loop of rope. A great way to keep yourself clean, when hostile spells soil your mood...
https://www.dndbeyond.com/magic-items/259666-the-grumpy-gus-nope-on-a-rope
The Healer's High-Tech Temporal Heuristic Trifocals - A small metal mask with thin cut gemstones of differing colors fitted into the eyes. Can make strong educated guesses about the immediate future of a target...
https://www.dndbeyond.com/magic-items/392159-the-healers-high-tech-temporal-heuristic-trifocals
Rich Guy Bolo Tie (works in progress)
Rich Guy Matching Cufflinks (works in progress)
Fallen Flower's Chronomantic Coat (works in progress)
Stubborn Sergeant's Punch-Ring of Plurality (works in progress)
Lethal Lady's Ring of Banked Fate (works in progress)
Some additional D&D creations of mine outside of the Chronomancy series:
Sheer Force of Will - A "mind over matter" Sorcerer bloodline, which specializes and enhances spells requiring Concentration.
https://www.dndbeyond.com/subclasses/52272-sheer-force-of-will
Ice Potion Mutation - An ice-based Sorcerer bloodline which has some affinity with Primordials.
https://www.dndbeyond.com/subclasses/60181-ice-potion-mutation