Wizard
Base Class: Wizard

Those who go to this school learn how to use their magic to manipulate the very fabric of time. A dangerous variant of transmutation that deals with the fabric of time rather than space, progress in the field of Chronomancy is stilted, as failures that rewrite or are eliminated from the timeline are as of yet impossible to track. The difficulty of attempting to direct a flow which is constantly in motion cannot be understated.

Chronomancers are regarded with suspicion as most cannot tell when these eccentric wizards are manipulating the flow of time and unpracticed Chronomancers can cause unstable divergent timelines and time paradoxes.

Chronomancy Savant

Beginning when you select this school at 2nd level, the time you must spend to copy any spell into your spell-book is halved.

Time Points

Starting at the 2nd Level, you have learned to momentarily warp time around you to benefit your spellcasting. You gain an amount of Time Points equal to your Level in this class plus your Int modifier (minimum of 1). You may spend an amount of time points equal to the Spell's Level (1 for a Cantrip) to convert the casting time of a spell or cantrip from an action to a bonus action or vice versa. If the spell takes longer than an action to cast, you may use this feature to halve the amount of time it takes to cast the spell by spending 2 Time Points. Alternatively, you can use this feature to double the duration of a spell that you are casting by spending 2 Time Points. You regain all Time Points at the end of a long rest.

When you use this ability however, you must roll 1d4 and take the result as damage due to exhaustion from manipulating the flow of time, you also cannot take any movement on your next turn as your body tries to re-synchronize into normal spacetime.

Optimal Timeline

Starting at 6th level, you have learned to warp time to a higher degree, your magic begins to reach into alternative timelines. By spending Time Points equal to a Spell's Level whenever you would roll damage die, you deal maximum damage instead of rolling but you cannot take reactions until the end of your next turn and you take 1d8 damage due to the strain of drawing that possiblity from an alternative timeline.

Temporal Enhancement

Starting at 10th level, your studies into the power of time have left you with several benefits to your passive lifestyle, as well as several quirks from interacting with the raw force of time. Casting a spell as a ritual adds 5 minutes to the casting time instead of 10. You can gain the benefits of a long rest, a short rest, and attunement in half the time that is usually required. 

In addition, you gain the ability to to send yourself backwards in time a few moments. You may use this feature as a reaction at the end of your turn to immediately take another full turn of combat, however you lose the ability to use any class feature that uses Time Points until your next turn. You do not regain your reaction for the round, and using the ability in this way fully expends it. Using the feature in this way is difficult to do; you must roll a constitution saving throw with a DC equal to your spell save DC or become severely nauseous, imposing disadvantage on any saving throws you make until the end of your next turn. You may use this feature once per Long Rest or you can recharge it by spending 6 Time Points.

Advanced Chronomancy

Starting at 14th level, your ability to warp time becomes more powerful. When using Time Points to change a spell's casting time, you may now convert spells to and from reactions. In addition, your timeslip feature now can be used twice per Long Rest without spending Time Points.

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