Guardian Chronomancer (5e Class)

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Chronomancer

The Homebrewery version of this class can be found here: http://homebrewery.naturalcrit.com/share/S1WjzQMfn. Due to the way homebrewery works the Pdf may look wrong if viewed with a browser that is not Google Chrome.

Time and Fate's Chosen

Chronomancers are often the stuff of legend this is because they have been around since the start of time and new chronomancers are only ever created once a previous one has requested Time and Fate to put them in an eternal slumber. New chronomancers are mortals that have caught Time and Fate's eye either by studying time manipulation or being gifted with extraordinary speed to the extent that the world moves slower to them. Once selected the chronomancer is infused with astral energy which flows through everything and learns how to tap into it and utilize the timeline to their advantage. Once infused, astral energy then flows over the chronomancer's body acting like a focus of astral energy.

Maintaining the Timeline

There are those who travel to the furthest reaches of the Astral Plane and return telling of stories of how they found a temple-like structure being guarded by creatures with blue lightning flowing over their skin. Though often not studied too far, chronomancers are essential for the creatures of the planes, each chronomancer sets down a path and promises to Time and Fate that they will use all their power to maintain it, eliminating threats to its existence for the betterment of human kind. Once selected by the deities the new chronomancer is placed in the Material Plane and left there to guide their timeline with small actions, as they train they gain more favour by Time and Fate until they reach the point where they are summoned to the Astral Sanctum, the home of Time and Fate, where they assist the gods directly.

Some creatures that study time and the chronomancers wish to be taken into the arms of the two gods, trying to draw their attentions in both constructive and destructive ways. Others are just removed from their normal lives by the gods somewhat randomly.

The Guardian

Letting out a howl, the stout dwarf draws the attention of many of the orcs each one uninterested in the other fighters around him. They bring blade after blade down on him but with unnatural speed the dwarf moves his shield, rapidly deflecting each attack. He was going to keep his allies alive, that was what he was here for.

The human starts to walk calmly out towards the incoming hoard of hobgoblins, this city must stand if the timeline is to remain. Raising one arm out to his side dark-blue lightning sparks from the surrounding air, it solidifies to form a long glowing blue blade ready in his hands. He already knows the outcome of this battle, he smiles and charges towards his victory.

The elf laughs as he tears his weapon through the fabric of space and time creating an open gateway to the Vortex of Time itself. He stares into it as an energy flows out and into his body. Without chaos how can order exist, he thinks to himself as he lets the vortex flow and surround his body. Those who looked upon him for too long fell to the ground muttering madly.

Guardians are brute enforcers of the Time and Fate deities tasked with maintaining the timeline. They focus on being able to deal damage and removing any threat to their timelines existence. They let their control of time aid them and hinder their enemies. Although, meddling with time is a tough ordeal hence chronomancers are very rare.

Creating a Guardian

As you create a chronomancer, think about what got you noticed by Time and Fate. Were you one of the far walkers who discovered the Astral Sanctum? Were you someone who always felt that time was on their side for some reason? Did you find that the world felt like it moved slower around you?

Did you accept the role of the chronomancer happily? Or did you purposely try to grab the attention of the gods to be selected as a chronomancer? Or were you rather forcefully ripped from your normal life? Do you wish to return to your previous life?

Quick Build

You can make a guardian quickly by following these suggestions. First, Strength should be your highest ability score or Constitution if you plan to take the Righteous Timeline archetype, followed by Wisdom. Second, choose the soldier or far traveller background.

Class Features

As a Guardian you gain the following class features.

Hit Points

Hit Dice: 1d10 per Guardian level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Guardian level after 1st

Proficiencies

Armor: light armor, medium armor.
Weapons: Martial weapons, shields.
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose any 2 from Arcana, Athletics, History, Insight, Medicine, Nature, Religion, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Guardian

Level Proficiency
Bonus
Vortex Damage Features
1st +2 Unarmored Defense, Astral Equipment
2nd +2 1d4 Vortex Strikes, Rift Heal
3rd +2 1d4 Timeline
4th +2 1d6 Ability Score Improvement
5th +3 1d6 Extra Attack, Vortex Strikes Improvement
6th +3 2d6 Timeline Feature
7th +3 2d6 Time Stride
8th +3 3d6 Ability Score Improvement, Languages of Time
9th +4 3d6
10th +4 3d8 Extra Attack
11th +4 3d8 Timeline Feature, Timeline of War
12th +4 4d8 Ability Score Improvement, #Ability Score Increase
13th +5 4d8
14th +5 5d8
15th +5 5d8 Timeless Body
16th +5 6d8 Ability Score Improvement
17th +6 4d10 Timeline Feature
18th +6 4d10 Chrono Plating
19th +6 5d10 Ability Score Improvement
20th +6 4d12 Rupture

Unarmored Defense

Beginning at 1st level, while you are not wearing any armour, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain the benefit.

Astral Equipment

At 1st level, you have trained the ability to tap into the astral energy that surrounds all life in all planes of existence and can mold it to your will. Taking a bonus action, you can summon, or change a weapon or shield in either hand. You can summon two weapons as long as they have the light property for instance, you can summon two shortswords or one shortsword and one shield. If you are playing the optional feat rules from chapter 5 in the Player's Handbook and take the Duel-Wielding feat you can summon two weapons even if they don't have the light property as per the feat. You are proficient with any weapon you summon.

Beginning at 1st level you can summon:

At 4th level you can summon:

At 8th level you can summon:

At 12th level you can summon:

At 16th level, you can summon any martial weapon.

The summoned weapon lasts for 10 minutes and will automatically dispel after this time.

Vortex Strikes

Every weapon strike you make ripples with chaotic energy from the time vortex pulling and twisting everything it hits. Beginning at 2nd level, every weapon you summon has the vortex property. Every time you hit a creature with a weapon with the vortex property you gain a bonus to the damage roll that increases as you gain levels as a guardian, as shown in the Vortex Damage column of the Guardian table. This damage is psychic for the purposes of immunities and resistances.

At 5th level, attacks by weapons that have the vortex property count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Rift Heal

Beginning at 3rd level, you learn how to channel the astral energy of others into your own life essence. When you deal additional vortex damage to a creature you gain hitpoints equal to your level, this cannot exceed your maximum hit points.

Once you use this feature, you can't use it again until you finish a short or long rest

Timeline

A chronomancers job is to maintain the timeline but the ideal timeline is different from chronomancer to chronomancer. There are three main timelines, these are called the Prime Timelines, these timelines tend to reflect the chronomancers personality before they were selected by the twins of Time and Fate to serve them. A chronomancer needs to choose a timeline to follow only upon reaching 3rd level. When you reach 3rd level, you dedicate yourself to maintaining a Timeline: The Righteous Timeline, the True Timeline, or the Disordered Timeline, all detailed at the end of the class description. Your Timeline grants you features at 3rd, 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using the feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 10th level in this class.

Time Stride

Starting at 7th level, your understanding of how time flows allows you to move at extraordinary speed, seemingly teleporting a short distance. You must make a Wisdom saving throw DC 10, on a success you can teleport 30 feet as a bonus action, on a failed save you take 1d10 psychic damage. For each consecutive use increase the DC by 1 to a maximum of DC 20.

The check DC returns to 10 after you finish a short or long rest.

Languages of Time

Starting at 8th level, you can peer into the timeline and see how languages have come to be allowing you to understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Timeline of War

Beginning at 11th level, having seen the worst that battle has brought to this realm since the beginning of time you can no longer be fazed by what war can bring. You can take an action to end one effect on yourself that is causing you to be charmed, frightened, paralyzed, poisoned, or stunned.

Timeless Body

At 14th level, your body no longer remains to this time stream, you no longer age and cannot be aged magically. In addition, you no longer need food, water, or sleep.

Chrono Plating

You channel the astral energy from the environment around you providing a solidified layer of pure energy over your skin. Beginning at 18th level, you gain resistance to psychic damage; bludgeoning, piercing, and slashing damage from nonmagial weapons.

Rupture

Beginning at 20th level, you can create ruptures in the continuum of time. You have a pool of 6 rift marks when you hit a creature with vortex weapon you may use a bonus action to mark the creature once (reducing your pool by one). You can mark the same creature multiple times. You can take an action to damage all creatures that have been marked, all creatures that have been marked take vortex dice (as shown in the Vortex Damage column of the class table) + 1d12 for each mark on the creature.

You regain all expended rift marks when you finish a long rest.

The Righteous Timeline

Chronomancers who walk the Righteous Timeline strive to maintain the most positive timeline, they wish to create the best timeline for all living creatures. They focus on techniques allowing them to improve the way of life for their allies, using the astral energy to heal and guide enemies away from an ally happily taking the damage in order to protect others. Chronomancers who follow this timeline are usually of the good alignment.

Saviour

When you start your path down the Righteous Timeline at 3rd level, the lives of those around you seem far more important than your own and you'll take damage for them.

As an action, you can connect yourself to your allies with a beam of dark-blue energy reducing some of the damage they take for 1 minute. When you do so, choose a number of allies you can see within 30 feet of you, up to a number of them equal to your Wisdom modifier (minimum of 1). As a reaction, when one of the targets takes damage, you may take damage equal to 10 + your Guardian level and reduce the damage the target takes by the same amount. If a target ends its turn more than 30 feet from you or is no longer in your line of sight the effect ends on that creature.

Once you use this feature, you can't use it again until you finish a short or long rest. You can use this feature two times per rest at 7th level and three times at 14th level.

Compelling Presence

At 6th level, you use your control over the astral energy and the timeline to draw the attention of any creature that can see you to yourself. As a bonus action, choose a number of creatures that you can see and who can see you within 30 feet of you, up to a number of them equal to your Wisdom modifier (minimum of 1). Each target must succeed on a Wisdom saving throw (DC equals 8 + your proficiency modifier + your Wisdom modifier) or be compelled to attack you for 1 minute.

A creature affected by this feature can't willingly move away from you and has disadvantage on attack rolls against any creature other than you for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Compelling Presence for the next 24 hours.

Once you use this feature, you can't use it again until you finish a short or long rest.

Astral Channelling

Beginning at 11th level, you can convert the surrounding astral energy into healing energy and give it to your allies. As an action, you can choose any number of allies you can see and who can see you within 30 feet of you. Each target gains hit points equal to your vortex damage dice as shown in the Vortex Damage column in the Guardian class table. You can use this feature times equal to your Wisdom modifier.

You gain all expended uses when you finish a short or long rest.

Defender of Righteousness

At 17th level, you can tell when a creature is about to attack an ally and manipulate the timeline so you are attacked instead. When an ally you can see within 30 feet of you is targeted by an attack you can use your reaction to teleport to the attacking creature. The attacking creature must switch attack to you instead or lose the attack. You can use this feature times equal to your Wisdom modifier.

You gain all expended uses after you finish a short or long rest.

The True Timeline

Those who walk the True Timeline know that in order for life to continue advancing there must be balance in life and death, good and evil. The chronomancers who follow this timeline aim to maintain balance, they focus on being offensive aggressors aiming to remove those who risk disrupting the timeline. These chronomancers are often true neutral alignment, for every wrong there is a right and vice versa.

Fighting Style

You adopt a particular style of fighting as your specialty when you select this timeline at 3rd level. Choose one of the following options.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons,

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield

Marked Through Time

Starting at 6th, those who don't belong on, or bring risk to the True Timeline give off and aura that you can focus on. As a bonus action, you can mark a creature you can see within 30 feet of you. You gain advantage on attack rolls against the creature and you know the distance and direction between you and the marked creature, if it is on the same plane of existence as you, for 10 minutes or until it drops to 0 hit points or falls unconscious.

Once you use this feature, you can't use it again until you complete a short or long rest.

Astral Shell

Beginning at 11th level, you surround yourself with unstable astral energy which could be unleashed if any damage is done to the shell. As a reaction, which you take when you are hit by an attack, you can cause the attacking creature to take vortex damage shown in the Vortex Damage column of the Guardian table.

You can use this feature a number of times equal to half your Guardian level rounded down. You regain all expended uses once you finish a long rest.

Astral Pulse

At 17th level, you are able to channel the raw energy of the astral plane, using it to destroy all those who have meddled with the True Timeline. As an action, hostile creatures within 30 feet of you must make a Constitution saving throw. A creature takes psychic damage equal to 2d10 + your Guardian level on a failed saving throw, and half as much on a successful one. A creature that has total cover from you is not affected.

You can use this feature twice per long rest.

The Disordered Timeline

Chronomancers who tread the Disordered Timeline respect the chaotic nature of the time vortex letting this chaotic existence guide them. They tap into the vortex itself instead of learning how to master astral energy, this allows them to access the near unlimited power of the vortex however, the outcome is as random as the vortex itself. Chronomancers who travel down this timeline are often of chaotic alignment.

Time Chaotic Gift

When you select this timeline at 3rd level you gain the ability to draw power out of the vortex of time. As an action, you cause a small rift into the vortex and accept whatever power it grants you when you do roll a d4;

Chaotic Gift
d4 d6 Effect
1 1-5 Rift Shield. A chaotic layer of energy covers your skin, all attacks against you have disadvantage for 1 minute.
6 Ripped Soul. The chaotic vortex partially divides your mind from your body causing you to move less defensively, all attacks against you have advantage for 1 minute.
2 1-5 Chaos Strike. Energy from the vortex flows over your weapon imbuing it with greater power, for 1 minute you gain an increase to hit and damage rolls with your current weapon, this increase is equal to your Wisdom bonus.
6 Draining Strike. The vortex of time weathers your weapon through the ages, its blade getting blunt. For 1 minute, you have a penalty to hit and damage rolls with your weapon, this penalty is equal to your Wisdom modifier. For instance, a creature with Wisdom 14 (+2) would have a penalty of -2 to hit and to damage.
3 1-5 Vitality. You feel the vortex reverse your wounds. You gain hit points equal to twice your guardian level.
6 Lethargy. The chaotic void pulls your life essence out of you. You take psychic damage equal to twice your guardian level.
4 1-5 Swift. The vortex surrounds your local time bubble speeding it up. you gain the effect of a haste spell that lasts for 1 minute. Additionally, when you make a running jump your jump distance increases by a number of feet equal to your Strength modifier.
6 Sluggish. The speed of your local time bubble slows down to a snail's pace. Your speed is halved, you take a -2 penalty to AC and Dexterity saving throws, and can't use reactions for 1 minute. Additionally, you can only use an action or a bonus action, not both.
Timeline of Chaos

Beginning at 6th level, you spend your time peering into the dark parts of the Timeline knowing what others fear. Taking an action, a target that can see you must make a Wisdom saving throw against your save DC. On a failed save, the target is frightened for 1 minute. On a successful one, nothing happens. Additionally, you gain proficiency in the Intimidation skill, if you are already proficient you can double your proficiency when rolling for Intimidation checks. The DC for this feature = 8 + Prof. bonus + Wisdom Modifier

Aura of Altered Time

Starting at 11th level, once per long rest you can take an action to create a 10-foot radius aura around you, roll a d6 to find its effect;

Chaotic Gift
d6 Effect
1-2 Aura of Guidance. You use your ability to see your enemies’ weaknesses, you can guide your allies' weapons to the place where they will do the most damage. Once on their turn, friendly creatures within the radius have advantage on their first attack against a target.
3-4 Aura of Dusk. You use your ability to grab your enemies fears and create small illusions only visible to the creature see these images scare and haunt the creature. Any attacks against a friendly target within the radius has disadvantage. If the friendly target is hit by an attack, this effect doesn't start again until your next turn.
5 Aura of Credence. Surfacing memories that make your allies stronger. All friendly creatures within the radius gain advantage on saving throws to resist being frightened, charmed and stunned.
6 Aura of the Astral Sea. You focus on your connection to the Astral Plane and bring a part of it to this plane placing you on limbo of the Astral plane and this plane. All hostile creatures must make an Wisdom save to enter the radius.

The save DC for these abilities is equal to 8 + your proficiency bonus + your Wisdom modifier. You must be conscious in order for these effects to take place, the effects of the aura last for 10 minutes. At 14th level, the range of this aura increases to 30 feet.

Vortex Form

At 17th level, you form becomes as chaotic as the vortex you gain most of your power from looking into the vortex itself can drive the strongest of men into the depths of insanity. As an action, you allow the vortex to envelop your very being for 10 minutes. Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn’t protect you from area effects, such as the explosion of a fireball. You can use this feature a number of times equal to your Wisdom modifier.

You regain all expended uses of this feature once you finish a long rest.


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