Chrono Knight (5e Class)
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Chrono Knight
Chrono Knights are Soldiers who protect people's ways of life from events yet to come, many of them receive orders from councils of divination wizards or Religious order that have some other way of seeing events to come, however others focus on what they see and fell will be happening in the near future rather than the far future
Creating an Chrono knight
Questions to help a player develop a character What has Driven you to Protect those around you, What even has spurn you into action, was it something you decided yourself or did a higher power give this quest to you. Was this your original path in life Trained from a young age by a wizard counsel to be there enforcer or was this a burden to you took on to combat the coming storm.
- Quick Build
You can make a Chrono Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the Knight background. Third, choose chain mail, A great sword, and an explorer's pack
Class Features
As a Chrono Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Chrono Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Chrono Knight level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Intimidation, Investigation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Temporal Tag, Premonition | - | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
3rd | +2 | Chronological Ordination | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Extra attack | 4 | 4 | 2 | — | — | — |
6th | +3 | Chronological Ordination Feature | 4 | 4 | 2 | — | — | — |
7th | +3 | Foresight | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Chronological Ordination Feature | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Shutter Strike | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Chronological Ordination Feature | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Stasis | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Will of Man | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Rewrite Fate | 11 | 4 | 3 | 3 | 3 | 2 |
Temporal Tag
At 1st level, when you hit a creature with a weapon attack you may mark that creature with an arcane brand appearing as a symbol of your choice on the creature at least 4 inches in diameter. You gain a bonus equal to your Intelligence modifier to your attack rolls made against the branded creature.
As an Action, you can know the location of the branded creature as long as you and the creature are in the same plane. In addition, whenever you fail an attack or a contested check against the branded creature, you can use a Bonus Action to rewind, rerolling that attack or check, using the new result.
Once a creature is branded, it remains that way until you finish a long rest, ending earlier if the dispel magic spell is cast upon the brand.
Once you use this feature, you can't use it again until you complete a short or long rest.
Premonition
At 1st level, you are able to see glimpses of the future pertaining to people you will meet in the future. These will be passing and vague more like emotions and glimmers than a clear vision of the future. You can use this knowledge to better maneuver social interactions with others. You gain proficiency in the Persuasion skill, and have Advantage when making Charisma (Persuasion) checks towards a creature for the first time since the last 7 days.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Arcane Warrior
You learn two cantrips of your choice from the Wizard spell list. They count as Chrono Knight spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.
- Blind Fighting
You gain blind sense out to 10ft
- Defense
While you are wearing armor, you gain a +1 bonus to AC
- 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 die 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.
Spellcasting
At 2nd level, as a student of arcane magic, you have the tools and ability to prepare your Chrono knight spells.
- Spell Slots
The Chrono knight table shows how many spell slots you have to cast your Chrono knight spells of 1st 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.
- Prepared Spells
You prepare the list of Chrono knight spells that are available for you to cast. To do so, choose a number of Chrono knight spells you know when over a long rest equal to your Intelligence + half your Chrono Knight Level( minimum of one spell)
- Spellcasting Ability
Intelligence is your spellcasting ability for your Chrono Knight spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Chronological Ordination
Starting at 3rd level, you can choose between one of three possible Ordinations that train you to use your abilities. They are build around a set of principles and goals however how closely there knights Follow these principles varies chapter to chapter.
Your Ordination grants you features at 3rd level, and again...
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 this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Foresight
At 7th level,you are able to see danger approaching. You have a +5 bonus to checks made to detect traps and other hidden threats. You also advantage on Strength and Dexterity saving throws from sources you can see the origin of.
Shutter Strike
At 11th level, you have trained to store up your potential inside yourself. When you take the Attack action on your turn, you can make number of additional attacks equal to your Intelligence modifier (minimum of one attack).
Once you use this ability, you must finish a short or long rest before you can use it again
Stasis
At 15th level, when you take the Ready action on your turn, you can instead store that action in moment in time, compressed into a mote of potential. This mote of potential is a small silvery crystal with the faint image of your action inside of it. You can have a single mote of potential at any given time.
This crystal is a tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. The crystal lasts for 1 minute, and when the duration ends, or if the crystal is destroyed, vanishing in a flash of light, and the action is lost.
A creature holding the crystal can throw it into a space within 30 feet of them, where an echo of you appears and takes your held action specified by what you stated your held action was your echo then turns into a smile pile of shimmering sand.
For instance if you held the action to cast the hold person spell at the first hostile creature you seen when your echo appeared, it would cast the hold person spell on the nearest creature it can see and you would have the option to concentrate on that spell.
Will of Man
At 18th level, when you fail a saving throw, you can instead choose to succeed. After using this feature, you suffer one level of exhaustion.
Rewrite Fate
At 20th level, when you are reduced to 0 hit points by a enemy creature or effect originating from an unfriendly source, you instead roll any number of unspent hit dice and gain that much hit points, then you regain use of any features that recharge on a short rest (excluding spell slots).
Once you use this ability you cannot use it again until you finish a long rest
Ordinations
Ordination Of the Righteous
These soldiers are trained to move through time as it moves through them, the can push themselves to make rapid unseen motions that blur the line of what one would normally deem possible with ought the use of spells.
- Accelerate
At 3rd level, you can speed up your own time to get out of a dangerous situation. You gain the following benefits:
- You can take the Dash or Disengage actions an a bonus action on your turn.
- You ignore the reload and loading property of weapons.
- When you take the attack action on your turn using a melee weapon, you can make an additional attack as a bonus action with that weapon.
- Avoidance
At 6th level, you have learned to move yourself back through time in an emergency to avoid danger. When you are hit by an attack you can use your reaction to teleport to a space you have been in the last minute that you can see.
You can use this ability a number of times equal to your Intelligence modifier (minimum 1) and regain your uses of it after finishing a long rest.
- Blink of an Eye
At 10th level, you can move yourself forward in time for a few seconds just enough to gain the upper hand in an attack. As a bonus action on your turn, you can teleport to an unoccupied space you can see within 15 feet.
You have advantage on the next attack made until the end of this turn after teleporting.
You can use this ability a number of times equal to your Intelligence modifier (minimum 1) and regain your uses of it after finishing a long rest.
- Rapid Strikes
At 14th level, you have reached a level that you can know capitalize on openings in your opponents guard when they are caught unaware. If you have Advantage on an attack you may forgo that Advantage to make an additional attack.
Ordination of the Temporal Defenders
The members of this Ordination Serve a high counsel that looks ahead into the future and plots the larger course of the world there goals are normally grand in proportion and scale of time. There knights often defend The counsel from threats while there peer into the annuls of time sometimes being sent on small seemingly meaningless missions that will butterfly thought time.
- Butterfly Effect
Sometimes the smallest possible action ripples across space and time affecting the rise and fall of kingdoms unknown to anyone but the gods of time and the wizards who study them. Starting at 3rd level, you have learned to manipulate these ripples in small but meaningful ways.
When you see a creature roll a 1 on the d20, you can use your reaction to turn that roll into 2. After you use this feature , you gain a butterfly mote represented by a small ethereal butterfly fluttering around you. You can have a number of motes equal to your Intelligence modifier and these motes last until you take a short or long rest .
When you hit a creature with an attack you may expend one of your butterfly motes to treat that roll as a critical hit.
- Wounds in Time
At 6th level, the strikes from your weapons sealed through time, they are unable to be healed by magical means. This effect can be removed by a remove curse or greater restoration spell.
In addition, your weapon strikes also count as magical for the purposes of overcoming resistances and immunities.
- Pre-Ordained
At 10th level, each day you see glimpses of the trials to come and are able to prepare for it. These glimpses are often vague scripts of knowledge or images of things yet to come ask your DM to give you a vague but helpful suggestion for the day. When you finish a long rest ask your DM for a small bit of information for the day to come.
If they are unable, or the day is exceptionally chaotic, you can instead gain the use of 1d8 that you can add or subtract to any roll on a d20 that you can see happen (such as an attack roll or saving throw) before you take a long rest.
- Stagnate
At 14th level, you have mastered the art of stalling until the opportune time and have learned how to make high stakes gambles and still reach your goal. At the start of your turn, you can use an Action to pause an ongoing effect for up to a minute acting as though you were concentrating on a spell. For example, ,if you are inside of the cloud of daggers spell and use this ability, you can act normally without taking damage or suffering other negative effects. Then, once the minute is over, the spell will resume, if the caster haven't lost concentration on it.
You can use this feature once, without suffering negative effects, before taking a long rest. Each subsequent use after the first will impose 1 level of exhaustion on you.
Ordination of The Sentry
warriors are sometimes chosen to receive boons from the council in order to carry out their task, these special warriors are called sentries. They are able to use Chrono Magic to sacrifice there life force and There future Years to fuel the effects of the brands. These brands are connected to otherworldly entities that feed on time and the souls of mortals. very few are able to bargain with these creatures however some of them are willing to trade small boons of arcane power for a steady supply of food. whether all of the Knights are aware of this Bargen is another mater entirely.
- Boon of the Watch
At 3rd level, your council gives you a boon in the form of an arcane brand etched into your very soul that siphons off bits of your life force but provides some benefits. Choose one of the boons below:
- Body of Steel. While not wearing armor, your AC is 13 + your Dexterity modifier. In addition, whenever you take non-magical damage, you can use your reaction to reduce the damage by 1d6.
- Slowing Breath. As an Action you can exhale a breath weapon in a 15-foot cone requiring creatures inside to make a Dexterity saving throw equal to your spell save DC on a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. You can use this breath a number of times equal to your proficiency bonus, regaining uses after a long rest.
- Arcane Strikes. Once per turn, you cause additional 1d8 force damage with your weapon attacks.
- Still Body. You are immune to the effects of poison and disease, you also no longer require air to breath and can hold your breath indefinitely.
- Juggernaut. You gain 2 points in Constitution this cannot exceed the maximum of 20; you also gain proficiency in Constitution saving throws.
- Weapons of Time and Space. Any weapon you wield has a thrown (20/40) property, and return to your hand after each attack.
- Back Peddle. When you are hit by an attack, as reaction you can increase your AC by 2, and teleport a distance equal to half your movement speed to a space you have been in during the last minute.
- Boon of the court
At 6th level, you have been given access to stronger more potent boons, they still take a heavy toll on your body and your life, You begin ageing at double the normal rate for your race. In addition, choose one of the boons below:
- Sight of the Beyond. As an action you can see into the ethereal plane out to 30 feet
- Sentry's Rest. You no longer need to eat or drink water to sustain yourself you also no longer need to sleep instead you may undergo 4 hours of light activity such as reading or keeping watch to rest.
- Notable Weaknesses. When you are attacking a creature that has taken damage, your attacks are a critical on either a 19 or a 20.
- Prepared Mind. You have advantage on saving throws verses being charmed or frightened.
- Knowledge of the Past. You gain expertise in one skill or tool in which you have proficiency in ( you may double your proficiency bonus for skill checks made using this skill)
- Languages of Old. You can understand any cultural spoken language such as draconic or elvish, even variants of those from past civilizations so long as you can spend at least a minute listening to a conversation.
- Arcane Adaptation
At 10th level, your unrestrained exposure to raw arcane magic has made you sensitive to changes in the weave, you may cast the detect magic spell at will, you also can take an action to make an Intelligence (Arcan) check DC 20 - the spell's level) to determine if a spell or other magical effect is affecting a creature (if the effect is magical but not a spell the DC is 20).
You also gain advantage on saving throws against spells of 3rd level and lower.
- Boon of the Council
At 14th level, you are granted the strongest boon a council is able to offer you, after receiving it most only live a fraction of there life before succumbing the toll. You may choose one of the following boons:
- Adamantine Body. You are resistant to nonmagical bludgeoning, piercing, slashing damage unless they come from an adamantine weapon.
- Magic Resistance. You have Advantage on saving throws against spells and other magical effects. In addition, you gain resistance to the damage of spells.
- Boon of Quick Casting. When you cast a Chrono Knight spell using an Action, you can make an attack with a weapon using a Bonus Action.
- Boon of Fire. You have immunity to fire damage. You can also cast burning hands at will, without using a spell slot or any components.
- Boon of Truesight. You have truesight out to a range of 60 feet.
Chrono Knight Spell List
You know all of the spells on the basic Chrono Knight spell list and additional spells based on your subclass.
- 1st Level
Absorb Elements , Detect magic, Expeditious retreat, Identify, magic missile, shield sapping sting, gift of alacrity
- 2nd Level
Augury, Blur, Borrowed Knowledge, Detect thoughts, Enhance Ability, Fortune's Favor, Locate Object, Misty step, Vortex Warp, Wrist Pocket
- 3rd Level
Ashardalon's stride, Blink, Catnap, Clairvoyance, Haste, Pulse wave, Slow, Wall of sand
- 4th Level
Arcane eye, Blight Banishment, Death ward, Divination, dimension door Fabricate, Locate creature, Staggering smite
- 5th Level
Enervation, Scrying, Skill empowerment, Steel wind strike, Temporal shunt
Multiclassing
Prerequisites. To qualify for multiclassing into the Chrono knight class, you must meet these prerequisites: 13 Strength or Dexterity and 13 Intelligence
Proficiencies. When you multiclass into the Chrono Knight class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons.
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