Enforcers of Time:[
Your thoughts about how time magic should be used and how others should use it turns you into the law of time itself of how others use time magic.
Cunning action:
When you first choose this timely path, your quick thinking, agility and time comprehension allows you to move and act faster than others quickly, you can take a bonus action on each of your turns in combat. This action can be used to only take the dash, disengage, or hide action.
Blink of an eye:
At 5th level, when you move you may take a step out of time, then come back into the present. Once per turn you may teleport into an unoccupied space that you can see, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity.
Timeless ammunition:
At 10th level, you may suspend your ammunition in time as a free action (after you shoot it, using the accelerated nature of the aether around), so they stay in the air. In this way, they are motionless, and creatures attempting to move it or push it need to succeed a Strength check against your spellcasting DC; they may move it away 5 feet per number that exceed your DC (example: you have a spellcasting DC of 17, and someone score barely a 17; that is able to push it 5 feet in a direction. If said creature succeeds with a 19, that means that said creature is able to push the ammunition 15 feet). Such action requires your concentration, regardless of which, when or how many of your ammunition are suspended. When you lose concentration, or when you desire so, the ammunition returns to its motion, in the direction the point of the ammunition is going.
Temporal Paradox:
At 18th level, as a bonus action, you may spend 3 fate points to fuse the aether and the fabric of time together, wrapping it into a condensed paradoxic-sphere, that may be infused into one of your ammunitions, or as a fragile, very light, improvised weapon which deals no damage; launching it would make it detonate, and any creature within 30 feet of where it lands must either succeed a Wisdom saving throw and have their speed halved until the end of your next turn or become stunned for 1d4 rounds. If the paradoxic sphere is not used in the next 20 seconds upon its creation, it may detonate at any random moment and no longer triggers upon launching it, potentially affecting its creator or it´s allies; when it´s detonated is decided by the DM or by rolling dice; a 1d100 quantity of time, which it is decided on a 1d10 (a 1 is seconds, 2 is minutes, 3 and 4 means hours, 5, 6 and 7 are days, 8 are weeks, 9 means years, and 10 are centuries)
Guardian de la Mirada Atemporal:
You become a knight of the timeless gaze, gaining abilities to shield your allies and yourself with time itself, making you a melee specialist.
Knight's Timeless Armor
:
Starting when you choose this Timely path at level 3, you have proficiencies with all armors and shields, as well as three weapons of your choice, per your training is rewarded.
Echo Attack
:
At level 5, you are able to create an echo in time of yourself; it looks like you and it's in your same space, but is translucid and ethereal. If you spend two fate points on an attack or spell you make against a creature it´s seen as two parallel attacks; only one is real, and you decide which; roll one time per echo generated, and you decide which roll to use, if said roll is from an echo, you vanish, seemingly becoming ethereal and translucid, and you take the position of your echo self, switching one with another, before your echo self vanish into thin air. At level 10, you may create a second echo, spending four fate points(two per echo-self) and rolling 3d20; one per each attack, but only one of them deals it´s damage or effects At level 18, you may create a third echo-self, spending six fate points .
Time pocket:
At 10th level, you have managed to create a pocket dimension outside of time that you can rely on in times of need. On your turn, you can use a bonus action to spend two fate points to enter into a timeless space, spending a hit die to heal yourself + Wisdom modifier + your Chronomancer level.
Alternatively, you may send a touched ally to such space, in which he may spend a hit die to heal, regaining additional hit points equal to your + Wisdom modifier.
You must finish a short or long rest before using this feature again.
Warrior of the astral plane:
At 18th level, spending 4 fate points and taking a round to focus, you can stop the flow of time temporarily for all selected targets within a 30 foot radius centering you. They must make a Constitution save, and upon failing are stopped in time, per the effects of the "time stop" spell, until the beginning of your next turn or until they receive damage; In this way, targets lose AC benefits from shields and dexterity, and attack rolls have advantage, or if the situation is appropriate(a target without armor or any magical defense, for example) attacks hit automatically
Time Lord :
You decide to put a different spin on your time magic and become the literal master of time, there aren't many time lords, but a few are masters at controlling, exploiting, and having fun with time itself, all targets must be within 30-90 feet away from you to be able to manipulate time effects on them unless your ability or spell indicates otherwise.
Suspended abilities from Time Lords
:
Starting when you choose this path, you know your suspended abilities and you put them in stasis making them available only when you spend time points, you have time points equal to your Ex level, your level 3, so you would have 3 time points, at level 4 would be 4 time points and so on, you regain time points at the end of a long rest, plus you can spend time points to convert to spell slots or convert spell slots to time points up to 5th level (treat this as a different sorcerer table version) Chronomancy spell slot
1st = 2 points
2nd = 3 points
3rd = 5 points
4th = 6 point
5th = 7 points
This represents the number of points needed for spell slots and the number of points you gain per spell slot, you can convert as a bonus action on your turn, in addition, you can use one of the following actions as a bonus action, Time Stop, Time Skip, Forward in Time, Back in Time
TIME DETENTION:
3 points; you freeze time in place, in a 10 by 30 line or 30 foot radius up to 120 feet away for up to xd4 rounds per level, time stops in those zones, any creature caught directly in it must do a Wisdomsave, on failure they are stuck in place until this ends, on the pass they manage to break free and are not affected by this, but if they re-enter the area or end their turn in it they must make another save with a - 1 for each pass or turn spent in the zone. If a creature is trapped and another is trying to attack that creature with a melee attack, that creature must make a dc save or be frozen, if a creature is attacking a frozen-in-time subject with a ranged weapon, once the ammo or spell enters the area it freezes in place until the area stops and continues on its original path, you can't delegate which creatures/objects are immune to this, ie if you use an online version and 2 enemies run into it and miss, they freeze in place until released if an ally approaches to swing a sword at the frozen creature, they must make a save and if they fail, they also freeze in place or if they also entered, no one is safe from this. (x = chronomancer level divided by 2 rounded down)
TIME JUMP:
2 points; You skip time, as a reaction to being attacked, you can use this and make a contested check against your enemies (Wisdom vs. Dexterity). If you succeed, you wink out of time for xd4 rounds. The attack doesn't hit you and you don't “exist” on the map during 1d4 rounds. At the end of the last round, you reappear where you winked. (x = chronomancer level divided by 2 rounded down)
FORWARD IN TIME:
3 points; You make a melee touch attack against the target creature or object and send it back in time xd4 rounds, this works identically to time jump (x = chronomancer level divided by 2 rounded down)
BACK IN TIME:
3 points; you make a melee touch attack against target creature or object and send it back in time 1d4 rounds, the creature returns to the state it was in xd4 rounds ago. This includes everything, health, armor class, possessions, experience. This can even be used to revive players if they died a few seconds ago or return revived enemies to their grave. (x = chronomancer level divided by 2 rounded down)
Time slip:
Starting at 3rd level, you gain the ability to step back for a brief moment. As a reaction, you can reroll any skill checks or skill checks you or an ally have made, and you or the ally must accept the result of the second roll. You can include this characteristic multiple times equal to your Wisdom modifier. You regain all uses after a long rest.
Timely flow:
At level 4, you place a ward on a creature that stays on it for 8 hours increasing its metabolism, speed, and cell growth, because of this, until the 8 hours is up, the creature gains +5 feet to its movement speed and Regain 1d4 + your ability modifier to cast spells hit one rotation if you are in combat, if you are out of combat every 1 minute, you can use this ability a number of times equal to your Wisdom modifier one day before needing a long rest.
Empowered spells:
At 5th level, your control over the aspects of time itself has made your spells more efficient, because of this your spells deal an additional 2 dice of the same type of damage, healing effect, or support (such as the sleep spell) and at Also, you can suspend spells for up to 7 rotations instead of 3 now
Wisdom Owl:
At level 8, through his work over time, he has come to understand that the owl is one of the wisest creatures, and because of this, he can summon an owlbear familiar, it has the same stats as an owlbear. , but in addition , it gains bonus HP equal to your level + spellcasting ability modifier and whenever it attacks a creature, the creature must make a Wisdom save , on a failure, the creature loses or gains the years life of your choice equal to 1d20 but retain all memories, this bear stays summoned for about 6 hours and can be summoned twice a day
Lapse of time:
At level 10, you can choose up to 8 different creatures, all creatures must make a Wisdom save, if they fail all their actions require two, if they don't have two actions they must spend 2 rotations to do one thing, all swifts become one full action, and its movement speed is halved
historical Help:
At 14th level, you call on the fabric of time to help you with a creature you've met in the past, you can make a wisdom pool of its challenge rating minus your spellcasting ability modifier, that is, let's say your spellcasting modifier is +8, the save would be for a demon from well 20 - 8, you must pass a 12 to use this, also you add nothing to the roll because you already used your spellcasting ability modifier, and you summon a duplicate of that creature with the same abilities, knowledge, and weapons (if any) that you remember and have full control of, this ceature stays with you until dispelled or 12 hours have passed, you can use this once per turn.
Wrath of time:
At 16th level, your mastery of time makes you the undisputed CONTROLLER of TIME! and because of this, whenever you use a time feature or spell against a creature, that creature is marked for 1 round until the end of your next turn, a marked creature means any damage against it deals 5d12 extra damage from it. type that attack. offers.