Wizard
Base Class: Wizard

Many fail to realize that like all else around us, time can be manipulated using the arcane arts. Although it is not a physical object subject to destruction or transformation, it is malleable still - It can be stretched and compressed.

A wizard of the School of Chronomancy is a master of altering the flow of time. Making it go faster or slower depending on their needs. 

Spells that are considered to part of the School of Chronomancy:

Lvl 1.
Feather Fall
Jump
Longstrider
Shield

Lvl 2.
Blur
Mirror Image
Misty Step

Lvl 3.
Far Step
Haste
Slow

Lvl 5.
Counterspell

Lvl 9.
Time Stop

 

Student of the Flow

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a chronomancy spell into your spellbook is halved.

Sense of Time

Through your studies of the arcane, you have begun to sense the passage and flow of time more than regular people. You see time as a wave and you upon it - managing to manipulate it ever so slightly. This greater understanding helps you avoid danger better than most.

Beginning at 2nd level whenever a ranged attack is made against you, you can use your reaction to impose a disadvantage on the attack roll. You must declare this before the result of the first roll is known to you. You do not need to see the source of the ranged attack to use this feature. You may use this feature number of times equal to your INT modifier per long rest.

Apprentice of the Flow

As you learn more and more about time and the flow of its passage, you begin to understand how to manipulate it even further to your benefit and even to the dismay of others.

Starting at 6th level, whenever you cast a spell part of the School of Chronomancy you may impose advantage or disadvantage on any d20 roll that is part of the spell. This includes attack rolls, saving throws etc. You may use this feature number of times equal to your INT modifier per long rest.

Controller of the Flow

Your mastery over the flow, the passage of time and the intertwinedness of it with the arcane has granted you the ability to force your will upon the world when it comes to spellcasting.

Starting from level 10 whenever any of your spells is countered with the spell Counterspell, the caster of the Counterspell must roll to see if the Counterspell takes effect, even if the casting would normally not require a roll. You must declare the use of this effect while casting the spell and before any rolls are made or any of the spell's effects takes place. You may use this feature number of times equal to your INT modifier per long rest.
Additionally, whenever a Counterspell is cast to negate any of your spells and a check is needed to see if the Counterspell takes effect, the roll is made with a disadvantage. Whenever you are casting Counterspell and a check is needed to see if the Counterspell takes effect, you roll with advantage.

Master of the Flow

You have become the master of the flow and passage of time. You are able to manipulate if intricately for yourself and those around you.

Starting at 14th level, whenever you cast a spell part of the School of Chronomancy your Spell Save DC benefits from your proficiency modifier twice. The DC to maintain the concentration of your spells cast that are part of the School of Chronomancy is always 10.
Additionally, any time a spell you cast that is part of the School of Chronomancy that modifies AC, you may add or subtract your proficiency modifier to the amount of AC that is being changed. You may use this feature number of times equal to your INT modifier per long rest.

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