Base Class: Wizard
Focusing on the manipulation of time through technomagical means, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. These are the wizards who seek to alter not just the directional flow of time, but seek to weave alternate time flows to benefit their goals.The partnering of dunamis magic energy with arcane mechanical constructs allows them to play time and fate like a fiddle to better themselves or the world. This is the newest form of magic discovered and has been shunned by many more traditional schools and practitioners. The long lasting effects on the space-time continuum is still unknown at this time, however a few short term effects have been cataloged for science.
The Time Tinkerer gains access to the Time Tinkerer's Spellbook, which includes many reality bending spells.
Please note that this content is subject to alternations due to balance and that this content is originally created for the Heroes and Hotdogs Terra Essentia campaign.
If you like this content and want to see more like it, search for the [HEHO Content] tag.
Engineer of the Future
2nd Level Time Tinkerer Ability
You are at home working with your hands and crafting technomechanical devices to amplify your chronurgy.
You have proficiency with Tinker's Tools and five other tools of your choice and have Proficiency in Light Armor.
Some unknown being or organization seems to be keeping tabs on the use of chronurgy magic in the world.
Whenever you use any chronurgy linked ability or spell, you may notice that Slipstream Observers begin to appear through tears in space-time.
It is unknown as to their intent or purpose, but they appear to be simply observing the powers being used. For now...
It is unclear if it is simply due to your use of Chronurgy or if it is a cause of the Observers, but you have noticed your mind has become more susceptible to madness and fragmentation. This increase in knowledge and power has definitely stretched your mortal mind to the limits. You are now vulnerable to Psychic damage.
Phase-Shifting Multi-Tool
2nd Level Time Tinkerer Ability
You have developed an ingenious invention: The Phase-Shifting Multi-Tool.
Other wizards have found a way to turn one tool into another before, but it was always slow and inefficient.
Using the power of chronurgy, you can temporarily change your Tinker Tools into any other tool you want.
This change lasts for 1 minute or until the ability is used again. If this is done during combat, it takes 1 Action. If used out of combat, you may use your concentration to keep the tool from reverting back to its original form unless used again for a different tool or you use your concentration for something else.
Future Sense
2nd-level Time Tinkerer Ability
Your Spidey Sense is tingling.
Add your Intelligence modifier to your initiative rolls.
Activate the Omega-13!
2nd-level Chronurgy Ability
You learn the secret of how dunamis energy can be used to alter the past. After much trial and error, you have used your tinker’s tools to craft an Omega-13 device which harnesses the potentia form of dunamis energy. Your device is still in the prototype phase so it can only affect very short strands of time and distance.
When you or any creature you can see within 60 feet makes a saving throw, attack roll, or ability check, you may roll back time and attempt to change fate. Your Omega-13 device allows you to peer into the ethereal cloud of dunamis mist and see other potential threads of time. You choose one of those threads and attempt to pull it into the present.
As your Reaction, after you see if the roll succeeds or fails, the original roller rolls an additional d20 and you choose which of the d20s is used. If the original d20 roll has advantage or disadvantage, the additional d20 is rolled after advantage or disadvantage has been applied to the original roll.
You can use this ability a number of times equal to your Proficiency Bonus, and you regain any expended uses when you finish a long rest.
Reality Accelerator
2nd-level Chronurgy Ability
You are able to reach through time and make a quick shift to the time stream. You can downgrade a spell's required casting duration by one tier as a Bonus Action by expending one or more use(s) of your Reality Accelerator.
This ability can be stacked on top of itself to further reduce a spell's casting time by 1 tier, including ritual spells. All time reduction tiers must be applied on the initial casting.
This can be used a number of times equal to your level per Long Rest.
Casting Tiers:
1 Bonus Action
1 Action
1 Minute
10 Minutes
1 Hour
12 Hours
Time Bubble
6th-level Chronurgy Ability
Your Omega-13 device can also be used to create a time zone bubble.
As an action, you can magically force a creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. On a failed save, the creature is encased in a field of dunamus energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature’s movements are slowed so much that it is effectively incapacitated and has a speed of 1 inch.
Your ability is not strong enough to prevent the creature from seeing outside the temporal casing. They can also talk (or scream) very slowly while encased.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Tinker, Tailor, Soldier, Spy
6th-level Ability
You have developed your crafting skills to become a jack of all trades. Gain 5 additional Tool Proficiencies.
You have become such a master craftsman that you can now use the tools you are proficient with for other activities.
Each Artisans Tool now has a unique ability. Except for Cook's Utensils. You are very dangerous around the kitchen and should not be trusted.
For each skill you have both a tool and proficiency, check the chart for the name of the new ability you have gained. Add that ability as a Feat to your character.
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Alchemist’s supplies |
Chrysopoeia: You perform a special alchemical procedure which can transform objects that are mostly metal into gold versions of the objects. For each Hour you spend Concentrating, you can transform up to 1/2 cubic foot of material. If the starting objects are coin shaped metal, then you can transform up to 1500 gold coins per hour. While these coins will not be a viable currency without proper markings from an official Mint, they may be used for Wizbang crafting cost. If you are able to secure an official Minting marker, you can produce 100GP worth of viable currency every hour from unmarked gold coins. |
Range: 5 ft
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Brewer’s supplies |
Therapist: You may know one or more creatures’ favorite alcoholic drink (Insight DC15). If you are successful and make it for them, they become calmer, more cheerful, and talkative to you and your party. Your party has Advantage on Charisma checks when speaking to this person for 1 hour. |
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Calligrapher's Supplies |
Chronurgic Quill: You have invented a calligrapher’s quill which will rapidly copy the text of a scroll, book, or other written material you can see. The result is in black and white, usually crooked, and a bit smudged,, but no information is actually lost, even if it is in a script you do not know. If you understand the language of the material, the quill can translate the language into any other language you know. If you are proficient in painter’s supplies, you may also copy drawings, images, symbols and paintings. If proficient in cartographer’s tools, you may copy maps. The resulting copy is a single color and is clearly a copy and not an original. |
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Carpenter’s tools |
Fabricator: You have tinkered with your carpenter's tools and have invented the ultimate construction tool: the fabricator. After each long rest, your fabricator is filled with a single charge of the Fabricate spell which you may cast without expending a spell slot. In addition, as an action, you may expend a 4th level spell slot or higher to instantly recharge the fabricator and release the Fabricate spell again. |
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Cartographer’s tools |
Mischief Managed: You always know the present and past positions of you and any ally you have seen within the past hour on any map of an area you possess. If you do not possess a map of the area, you may locate their position on a blank sheet of paper using more vague markings. |
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Cobbler’s tools |
Fancy Footwork: As a reaction, when any creature you can see and that can hear you within 60-feet who is wearing footwear has to make a check for grappling or shoving, you can give quick advice to the creature on how to use their feet to their best ability.The creature adds your proficiency bonus to their roll. You may use this ability only once per creature per Short Rest, regardless of the outcome. |
Range 60ft Reaction |
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Glassblower’s tools |
Window Washer: Transparent glass (such as a closed window) does not prevent or hinder you from targeting a spell or other magic ability. |
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Jeweler’s tools |
Forgery: You are able to make a fairly convincing replica of any jewelry you have seen within the range of 30 ft. Roll a Sleight of Hand Check to see how convincing and how fast. |
Range of seen item: 30ft. |
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Leatherworker’s tools |
Hide and Seek: Your knowledge of animal hides gives you added insight into knowledge of natural armor. If a medium or larger creature you can see within 60 ft has natural armor that is biological in nature, you may take a bonus action to make an investigation check. If you succeed, you know the creature’s armor class and one vulnerability if it has one. |
Range 60ft. 1 Bonus Action |
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Mason’s tools |
Master Builder: As a bonus action, you can rapidly construct a 5x5 magic brick wall with the following properties: AC: 1 This can only be used once per Long Rest. |
Range 5ft. |
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Painter’s supplies |
Animated Painting: With a successful performance check, as an action, you can turn any picture you have created into an animated picture. If successful, the effect is permanent. The animated picture loops every 1-6 seconds. The picture is so enthralling that a humanoid who continually stares at it for more than 6 seconds must make an intelligence saving throw against your spell save DC or be mesmerized for 1 minute or until their line of sight to the picture is blocked, someone shakes them, or if they take damage. The mesmerized person is completely unaware of their surroundings for the duration. After the effect ends, they do not realize any time has passed. |
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Potter’s tools |
Potter Spotter: You can discern some details of the contents of a container you touch without opening it or breaking it. As an action, make an investigation check to determine how much you know. |
Action Range: Touch |
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Smith’s tools |
Sharp as a whack: You may spend 1 minute to sharpen a metal weapon or piece of ammunition that delivers piercing or slashing damage. For the first attack of the weapon or ammunition, a roll of a natural 13 is also considered a critical hit. Also, the weapon deals an additional damage of 1d4 + your proficiency bonus for the first successful non-critical hit. You may sharpen only 1 weapon or piece of ammunition per short or long rest. |
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Tinker’s tools |
Master Tinkerer: You have perfected all of the 8 “clockwork devices” described in Rock/Lawn Gnome description (Clockwork Toy, Fire Starter, Music Box, Alarm, Calculator, Lifter, Timekeeper, Weather Sensor). They no longer require constant maintenance and are now permanent devices. In addition, you may use any of them as a free action. If you break, lose, or give away any device, you must spend 1 hour to fix or recreate it. |
Free action |
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Weaver’s tools |
Sharp Dressed Man: You can weave disorienting, intimidating, or camouflage patterns into any Clothing or Light Armor. This will give the wearer either +1 Stealth, +1 Intimidation, or +1 on their Melee Attack rolls which is decided before the weaving begins. The weaving requires 8 non-continuous hours of work, and you can use an assistant who is also proficient in weaver’s tools to contribute. You can only use this once per creature. |
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Woodcarver’s tools |
Sawdust: As a bonus action, you may throw a handful of sawdust in a 30-foot cone to try to reveal an invisible creature or object. The outline of any invisible object in the cone immediately becomes visible. Creatures within the cone must make a DEX saving throw against your spell save DC. On a failed save, the creature can immediately be seen. On its turn, if it moves at least 5 feet, it can shake the sawdust off, turning it invisible again. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. |
Range: 30-ft cone Bonus Action |
A True Visionary
10th level Time Tinkerer Ability
Learning new skills is hard work...or at least, it would be if you couldn't bend time to your will. You have been double dipping when it comes to learning and training new skills. You will spend a whole night reading, flip the hourglass back, and then read about a different topic.
You gain Proficiency in 4 Tools and 1 Musical Instrument...except for Chef's Tools. You seem cursed to forever set the kitchen on fire when doing even basic meals.
Master of Fate
14th Level Chronurgy Ability
Your reality bending abilities have progressed greatly and you can now channel your chronurgic magic into one giant burst. Doing so consumes all of your spell slots and you immediately fall unconscious and remain so until you have taken the equivalent of a Short Rest:
Status Restore. You remove all curses, diseases, and poisons affecting a creature that you touch. The creature also regains all its hit points.
Restore Life. You can roll back the clock on anyone who has died in the last 60 minutes. They are restored to their last state before their demise.
Restore Youth. You touch a willing creature, and that creature’s physical age is reduced by up to 30 years. All of their experiences, abilities, and memories remain intact.
This may be used once per Long Rest.
Previous Versions
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9/3/2020 3:36:56 PM
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6/12/2021 5:27:14 PM
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6/12/2021 5:29:45 PM
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6/13/2021 3:24:13 AM
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