Base Class: Wizard
The constantly changing age and haunted violet eyes of some are a clear indicator of one of the time scarred. Chronomancers, as they are called by other traditions, are the few who survive such an experience and, channeling this knowledge through the wizards discipline, gain understanding and power over time itself.
Wheel of Time
At 2nd level your studies allow you to spin the wheel of time to alter the fate of yourself, an ally or an enemy. Your access to this bend in time is
represented by fate dice. You have fate dice equal to 2 + half of your chronomancer level (rounding down).
You can expend fate dice for a variety of uses. When you expend fate dice, it is unavailable until you finish a long rest at which point you regain all expended fate dice by rewinding the wheel of time.
For effects that require a saving throw, use your spell save DC.
Chronal Shift
With a wave of your hand, a single creature is shifted forward in the timeline. For 1d4 rounds (or 1 minute if not in combat) they cannot act or be acted upon. Creatures may make a wisdom saving throw every round against your spell save DC to end the effect early.
Shattered Chronology
Once per long rest, you tug at the fabric of time and create a sphere extending 15 feet from you in each direction, causing events within that area to be undone. No change is apparent to observers outside the sphere, but those within it see a blur of motion as the actions and movement of the last few moments play out in reverse. Witnessing shattered time causes 1d8 psychic damage to sentient creatures other than the caster who fail a wisdom saving throw. The current round starts over at the top of the initiative order as if none of it had occurred.
Everything outside the sphere must progress exactly as it did previously, including the actions and dice results of creatures not within the sphere. Characters within the sphere, however, can alter their actions and perform new rolls based on knowledge of what originally happened.
On their turns, characters affected by the spell perform whichever actions they choose, rolling new results. They might use this opportunity to get another chance at an attack that missed, to take the Dodge action, or to end their movement in a different space, avoiding some unpleasant hazard. When the initiative order reaches a creature outside the sphere, it must act exactly as it did before the spell was cast, and keep whatever die results were originally rolled.
Because the events outside this spell’s reach are now predetermined, the new actions may interact with them differently. Creatures that used a ranged attack or spell on a particular character may find that there’s a different target in the space they originally chose, or that a barrier of some kind has gotten in the way.
If an action from outside the spell’s area of effect is obstructed or foiled, the GM determines how the new timeline resolves. Targets inside the sphere may now have cover or be obscured, changing the outcome of the attack. Likewise, an attack from outside may now have advantage or disadvantage. In such cases, count the original roll as the first, then make a second roll.
Time Walker
Time-Space bends around you, flowing at your direction. You don't move, the world does. Movement speed is doubled, and movement is instant; it does not trigger attacks of opportunity. Wizard spells of level 4 and below may be cast as a bonus action. This does not interfere with casting a spell normally.
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