Base Class: Sorcerer
Chronomancers are a rare type of sorcerer. They are feared by many, for the manipulation of time is an ability to be feared of. However, the manipulation of time is incredibly unstable and as a result, Chronomancers are not known to live that long, unless by sheer luck.
Chronomancers are not time travelers, they are simply manipulators of time. Sure there is some time travel involved, but only brief time travel, nothing drastic like travelling weeks or years in the future or past. At least not consistently. This is a common misconception. Due to this misconception, Chronomancers are often sought after by people for answers and murdered or injured when the Chronomancer inevitably cannot help them. For this reason and the sheer randomness their time manipulation gives them, most chronomancers are often isolated and rarely use their power unless the are confident they will succeed at it. Other Chronomancers make the illusion of helping those out who seek them and exploit people using their power. Others use their power all the time and hope it doesnt kill themselves one day. Chronomancers are a diverse group, and a dangerous one as well not only for other people but for themselves.
Rewind Time
Starting at 1st Level, whenever a target makes an attack roll, saving throw, or ability check, you can use your reaction to roll a d100 on the Timetravel Table, resolving the effect and making the target reroll their die, taking the new result.
You can use this ability as many times as you want, rolling on the Timetravel Table each time.
This ability can only rewind time up to six seconds in the past during combat. Outside of combat, a DM may decide to remove this barrier and allow the Chronomancer to indefinitely repeat ability checks and/or saving throws in various situations.
Timetravel Table
|
D100 |
EFFECT |
|
01–02 |
You can not use your Chronomancer subclass features for the next 24 hours. |
|
03–04 |
You gain two levels of exhaustion. |
|
05–06 |
You become so fatigued from time travel that you become unconscious for one turn. (One minute outside of combat) |
|
07–08 |
You become paralyzed for one turn. (One minute out of combat) |
|
09–10 |
You become blinded for the next 1d4 turns. (1d4 hours out of combat) |
|
11–12 |
You are under the effects of a silence spell for the next 1d6 turns. (1d6 hours out of combat) |
|
13–14 |
You gain very bad tinnitus for the next 1d6 turns. During that time, you are deafened. (1d6 hours out of combat) |
|
15–16 |
For the next minute, spells that use spell slots fizzle out and the spell slot is wasted. |
|
17–18 |
Your legs become frozen in time. You are restrained until you pass a DC20 Constitution saving throw at the start of your turn. This DC decreases by 3 for every failed attempt. |
|
19–20 |
You gain one level of exhaustion. |
|
21–22 |
You are knocked prone from the overwhelming force of time travel. It takes all of your movement to get up. |
|
23–24 |
You are under the effects of a confusion spell for the next 1d6 turns. (One minute out of combat) |
|
25–26 |
You become stunned for one turn. (One minute out of combat) |
|
27–28 |
You become so disoriented from the time travel that your next attack automatically misses. (This lasts for one hour outside of combat) |
|
29–30 |
You gain a massive nosebleed and must forgo your next turn to stop it. |
|
31–32 |
You become paralyzed for one turn. |
|
33–34 |
You recall a traumatic memory from your past or a detrimental intrusive thought. Your mind is affixed on this memory or thought. You gain disadvantage on the next four attack, ability, or saving throw rolls. This memory or thought goes away after the four rolls are resolved. |
|
35–36 |
Time is lagging behind you. Your movement is halved for 1 minute. |
|
37–38 |
You gain one level of exhaustion. |
|
39–40 |
Nothing Happens. |
|
41–42 |
You temporarily stop existing for the next 1d6+1 turns. When you reappear, no one remembers anything about you for that time frame, including yourself. (1d6+1 minutes out of combat) |
|
43–44 |
Your mind is stuck in a time loop. During this time your body appears to be in suspended animation. You are untargetable and everything travels through you as if you were a ghost. This time loop lasts an entire minute. After this time loops ends, you gain an “Indefinite Madness” flaw. |
|
45–46 |
A dead entity of an enemy you and your party has slain in the past of DMs choice appears 20 feet away from you. You and your party are the only ones who can see this entity. You immediately start an encounter with them or add them to the initiative count. This entity exists for 1 minute (10 rounds) before vanishing away. |
|
47–48 |
You turn into a green gelatinous version of yourself. You are considered petrified but instead have only 2% of your original weight, you are transparent, squishy, and do not have resistance to all damage at this time. A spell such as remove curse can end this effect. |
|
49–50 |
Travel 10^1d8 years into the past. You are stuck there for 3d6 years. It only appears as that many minutes to your party in the present. The DM tells you what happened during that time.* |
|
51–52 |
A massive temporal anomaly attempts to swallow up you and your party. Roll a d20. On a 5 or below, restart the encounter. On a 18 or above, you all travel forward in time with the encounter already won. (Outside of combat this restarts an entire day or fast forwards an entire day) |
|
53–54 |
Your skin turns a vibrant shade of DMs choice. A spell such as remove curse can end this effect. |
|
55–56 |
You grow a beard and mustache. Any attempt to save it off grows it right back. A spell such as remove curse can end this effect. |
|
57–58 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. A spell such as remove curse can end this effect. |
|
59–60 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
61–62 |
Roll a d6. For the next minute, your size increases by one size category if the roll was even and decreases by one size category if the roll was odd. |
|
63–64 |
You become very overweight. A spell such as remove curse can end this effect. |
|
65–66 |
You become extremely skinny. A spell such as remove curse can end this effect. |
|
67–68 |
Your hair grows down to the bottom of your back. A spell such as remove curse can end this effect. |
|
69–70 |
You become bald. A spell such as remove curse can end this effect. |
|
71–72 |
You appear very godly, gaining a gleaming celestial appearance. The DM may give a benefit or detriment with this appearance such as a flying speed. A spell such as remove curse can end this effect. |
|
73–74 |
You cannot stop farting for the next hour. |
|
75–76 |
You turn into a tarred and feathered version of yourself. A spell such as remove curse can end this effect. |
|
77–78 |
You gain the appearance of a random anthropomorphic animal. The DM may give a benefit or detriment with this appearance such as an improved unarmed strike. A spell such as remove curse can end this effect. |
|
79–80 |
Nothing happens. You gain the effects of a remove curse spell to remove one curse from you. |
|
81–82 |
You catch a vision of the future. The DM tells you what the vision was and how long far into the future it is. |
|
83–84 |
You regain the spell slot of the last spell you cast. |
|
85–86 |
Regain 1d4+1 Sorcery Points |
|
87–88 |
You gain the benefits of a Haste spell. You can cast spells using the extra action. You still suffer the effects when it ends. |
|
89–90 |
For the next minute, whenever you roll on this table, roll twice, choosing which roll is the outcome. |
|
91–92 |
If you die within the next day, you immediately come back to life as if by the True Resurrection spell. |
|
93–94 |
You gain the benefits of a Foresight spell for the next 10 minutes. |
|
95–96 |
You cast Time Stop. |
|
97–98 |
You regain all the benefits of a long rest. Gain a level of exhaustion. |
|
99–00 |
You choose any of the effects of this table to occur. |
Additionally, the Wild Magic Table or any other table of DMs choice can be replaced for the Timetravel table if one wishes.
*The DM might say you gained something (i.e knowledge, a feat, a level, an item, etc.). The DM might also say you lost something (i.e sanity, will to live, senses, health, an item, etc.) Your character will always remember these years and there is no way they can forget they happened. Additionally, their face may appear on pictures from that time as a result.
Temporal Secret
Usually, when time changes, reality shapes itself to make up for those changes. This usually involves changing the memories of everyone to better suit the timeline. Starting at 1st Level, you always retain your memories and consciousness regardless of any changes that may occur in reality that you or an ally make. You can use this information to correctly predict what may be happening next. The DM may give you advantages with this ability such as a surprise attack round on an encounter if you happen to travel back in time to restart a encounter as an example.
Additionally, you gain access to the secret Dunamancy Spell List, which can only be obtained by activating "Critical Role Content" in the character editor. Only the Chrono spells are available to you with this feature.
Speed Manipulation
When you reach 6th Level, you gain the ability to speed up or slow down time using your sorcery points.
You may spend 1 sorcery point to cast the spell Longstrider or Jump. You do not need to roll on the Timetravel Table for these spells.
Additionally, you may spend 3 sorcery points cast the spell Haste or Slow at 3rd Level. Targets may cast spells with the extra Haste action. You must roll on the Timetravel table when you spend your sorcery points and resolve its effect before the spell resolves.
Frozen in Time
At 14th Level, you figure out how to freeze the time around you.
As a bonus action, you can roll on the Timetravel Table to freeze time and gain an extra turn after this one. During this turn, time is frozen around you and any spells do not take effect until the extra turn ends. At the end of this extra turn, roll on the Timetravel Table. You cannot use this ability during extra turns. You can use ability once a short rest.
Forever Young
At 18th Level, you learn how to revert your body back to a younger form.
As an action, you may use your Chronomancy to reset your body, gaining the benefits of a long rest. This effect can also change your body back to any form it has been in the past, this means you could change your body to a younger version of yourself. Additionally, any transformation effects the Timetravel Table or anything else might have given you could be reversed or brought back as well.
You must roll on the Timetravel Table three times after using this ability. You can only this ability once a long rest.
Additionally, you cannot die of old age.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/13/2019 6:58:45 PM
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266
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11
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1
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6/23/2021 4:10:13 PM
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815
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46
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1.1
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Coming Soon
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6/30/2021 7:57:03 PM
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781
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6
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2.0
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