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https://www.dandwiki.com/wiki/Chronomancer_(5e_Class)

Chronomancer

You were born with, or gained, the ability to manipulate time, and to show your mastery over it, granting yourself the title of a Chronomancer.
hit dice: 8
hit points at 1st level: 8+ Constitution modifier
hit points at higher levels: 1d8 (or 6) + Constitution modifier per Chronomancer level after 1st
armor proficiencies: light
weapon proficiencies: Simple weapons, daggers, quarterstaffs, light crossbows
tools: Any one artisan tool
saving throws: Constitution, Wisdom
skills: Choose any 3 from Acrobatics, Arcana, Insight, Investigation, History, and Medicine.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) A Dungeoneer's Pack or (b) A Scholar's Pack
(a) Two daggers or (b) Un bastón
(a) leather armor or (b) padded armo
spellcasting:
As a conduit for temporal power, you can cast chronomancer spells.
  Cantrips: At 1st level, you know Two cantrips of your choice from the Chronomancer spell list. You learn additional chronomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chronomancer table.   Spell Slots:   The Chronomancer table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you are a 3rd-level Chronomancer, you have two 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
  Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the chronomancer spell list. The Spells Known column of the Chronomancer table shows when you learn more chronomancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn two new spells of either 1st or 2nd level,Additionally, when you gain a level in this class, you can choose one of the chronomancer spells you know and replace it with another spell from the chronomancer spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Wisdom is your spellcasting ability for your Chronomancer spells. The power of your spells comes from your connection to the multiverse. You use your Wisdom whenever a Chronomancer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Chronomancer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier
  Ritual Casting: You can cast a Chronomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus: You can use a Divining Rod, Crystal, or Orb as a Spellcasting Focus.
class features:
Suspend the ether:
Starting at 1st level, when a creature within 20 feet of you that you can see is casting a spell, you can suspend that spell for one round of combat. You can't use this feature more than once on a single creature. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and recover expended uses by completing a short or long rest. Also, any spell cast by you can be suspended.   At 10th level, you can prolong the effect of this ability by making a DC 13 saving throw + Wisdom modifier. On a successful save, the effects of this feature last for one more round of combat. On a failed save, the effect ends as it normally would. You can only prolong this feature once.   wheel of time:   At second level, your studies allow you to turn the wheel of time and alter your destiny and that of other creatures. You know how to bend time to do the following: speed up, slow down, and boost. Your access to this curve in time is represented by the dice of destiny. You have fate points equal to those in the fate point table mentioned above. You regain spent fate dice at the end of a short or long rest.   Speed ​​up:   As a bonus action, you can spend 1 fate point to advance the wheel of time. A target friendly creature within 20 feet can now use a bonus action.   Decelerate:   As a reaction, you can spend 2 fate points to slow the wheel of time. When you take damage from an attack, you can delay the damage dealt for 1 turn. As soon as your next turn begins, you take damage equal to the damage of the previous attack.   Wave:   As an action, you can spend 1 to a maximum of 4 fate points to repel the fates of certain allies. Up to two target friendly creatures take 1d6 per fate point less damage until the start of your next turn. Spending more than 1 point increases the duration, for example, 2 points would be until the start of your second turn, 3 would be until the start of your third turn, and the fourth would be the start of your fourth turn.   Opportune path:   Starting at 3rd level, you must choose an appropriate Path. The options are Executor of Time, Keeper of the Timeless Gaze, and Lord of Time.   Skill Score Increase:   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can raise one skill score of your choice by 2, or you can raise two skill scores of your choice by 1. You cannot raise one skill score of your choice. skill above 20 using this function.   Deja vu:   Starting at 5th level, whenever you're attacked by a creature, you can use your (reaction) to spend one fate point to force the creature to reroll attacks and take smaller ones of the scrolls. Additionally, all critical hits against you become normal hits.   Eternity pocket:   At the Sixth level, you have managed to create a pocket out of time that you can rely on in times of need. On your turn, you can use an action to regain hit points equal to 1d10 + modifier (Wis) + your total level. you can use this feature a number of times equal to its modifier ( Wis). You must finish long rest to recover all uses of this feature.   Timely Step: Starting at level 7, he can drastically slow down time around himself for 1 minute, allowing him to move incredibly fast over a short distance. As a bonus action on each turn for that minute, you can apparently teleport your movement speed. This does not invoke an attack of opportunity. You can only use this skill once per long rest.   Void of time:   At 9th level, you can create a time void within suspended spells you cast. Whenever you cast a spell with an area of ​​effect and suspend it, you can increase the size of the affected area by 5 feet for each round it is suspended.   In a blink of an eyes:   Starting at level 10, when you move, you can step out of time and then return to the present. Once per turn, he can teleport to an unoccupied space he can see, spending a movement equal to the distance traveled. This does not provoke attacks of opportunity.   Time ball:   At 11th level, as an action, you fuse aether and the fabric of time, wrapping it in a sphere and launching it up to 50 feet away from you. Any creature within 30 feet of where it lands must make a Wisdom saving throw, and on a failed save, a creature is stunned for 1d4 rounds. If a creature passes, it is not stunned, but its movement speed is halved for 1d4 rounds. You must finish a long rest to use this feature again.   Astral Plane Warrior:   At level 13, taking a round to focus, he can temporarily stop the flow of time for all hostile targets within a 30 foot radius of him focusing. They must make a Constitution save, and on failure they are stunned until the start of your next turn. You can use this skill 1 time per long rest. This increases to 2 times at level 20.   Undo timeline:   Upon reaching level 18, you gain the ability to undo a specific timeline, performing all actions of up to 8 targets in time (up to 12 hours in advance). All experience and items gained during that time are lost. All spell slots that were used within the time period remain unused. You can only use this feature once a year. For example, if everyone was about to die from a Tarrasque, the Chronomancer can go back in time to an hour before encountering the Tarrasque to inform the group of everyone's unfortunate demise. This is an extremely big story change, you must inform and collaborate with your Dungeon Master on whether to continue playing the present or go back in time and continue up to 12 hours of gameplay.   Supreme chronomancy:   Once you reach level 20, you can store up to 4 different spells from cantrip to level 5 spells in a suspended slot, you can cast one of these four different spells as a bonus action, when you store a spell in this suspended slot. you lose that spell slot until you complete a long rest, also a suspended spell can only be suspended for up to 48 hours, then the spell wears off, if you use the suspended spell there is an open slot in the slot until you replace the used spell with another
subclass options:
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.
ChronomancerSpell Slots per Level
LevelProficiency BonusFeaturesFate PointsCantrips KnownSpells Known1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1+2Suspending the Aether, Spellcasting2242 — — — — — — — —
2+2Wheel of Time4263 — — — — — — — —
3+2Timely Path6284 2 — — — — — — —
4+2Ability Score Improvement,Timely Path82104 3 — — — — — — —
5+3Deja vu,Timely Path —102104 3 2 — — — — — —
6+3Pocket Of Eternity, Timely Path122124 3 3 — — — — — —
7+3Timely Step—142124 3 3 1 — — — — —
8+3Ability Score Improvement,Timely Path163144 3 3 2 — — — — —
9+4Void of time—163144 3 3 3 1 — — — —
10+4In a blink of an eyes,Timely Path163144 3 3 3 2 — — — —
12+4Ability Score Improvement163164 3 3 3 2 1 — — —
13+5Astral Plane Warrior183164 3 3 3 2 1 1 — —
14+5Timely Path203184 3 3 3 2 1 1 — —
15+5223184 3 3 3 2 1 1 1 —
16+6Ability Score Improvement,Timely Path244184 3 3 3 2 1 1 1 —
17+6244204 3 3 3 2 1 1 1 1
18+6Timely Path, undo timeline284254 3 3 3 3 1 1 1 1
19+6Ability Score Improvement254204 3 3 3 2 2 1 1 1
20+6304204 3 3 3 3 2 2 1 1

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Luca 276.

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