Chronoblade (5e Class)

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Chronoblade[edit]

Class Features

As a Chronoblade you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, History, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth

Equipment

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

Table: The Chronoblade

Level Proficiency
Bonus
Chrono Dice Features Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 2d6 Time Well, Time Loop -
2nd +2 2d6 Temporal Echo, Time Stealer -
3rd +2 2d6 Spellcasting, Chronoblade Style 2 2
4th +2 2d6 Ability Score Improvement 2 3
5th +3 3d8 Extra Attack 2 3
6th +3 3d8 Memory Retention 2 3
7th +3 3d8 Exhausted Stride 2 4 2
8th +3 3d8 Ability Score Improvement 2 4 2
9th +4 4d8 Potent Chronomancy 2 4 2
10th +4 4d8 Eyes of the Past 3 4 3
11th +4 4d10 Chronoblade Style Feature, Extra Attack2 3 4 3
12th +4 4d10 Ability Score Improvement 3 4 3
13th +5 5d10 Phasing through time 3 4 3 2
14th +5 5d10 Steady World 3 4 3 2
15th +5 5d10 Time Rush, 4 4 3 2
16th +5 5d10 Ability Score Improvement 4 4 3 3
17th +6 6d12 Time Bender 4 4 3 3
18th +6 6d12 Chronoblade Style Feature 4 4 3 3
19th +6 6d12 Ability Score Improvement 4 4 3 3 1
20th +6 6d12 Champion of Time, Extra Attack3 4 4 3 3 1

Time Well[edit]

Starting at 1st level, your ability to control the flow of time is fueled by a special die called chrono die.

Chrono Die

You have two chrono dice, which are d6s. As chrono die is expended when you use it. You regain all your expended chrono die when you finish a long rest and half as much(rounded up) when you finish a short rest. You gain more dice and your size increase in size as you gain levels in this class, as shown on the Chrono Dice column on the Chronoblade table.

Using Chrono Dice

You can use your chrono die to fuel some of your time features. You can also choose one of the time features and grant the die to an allied creature you touch, as an action. That creature can use the die granted to fuel the chosen feature. If not spent within 10 minutes, the die is lost. You may choose 2 of the following features:

Fast Healing. You can expend a chrono die as a bonus action to accelerate regeneration. When you do so, you or a creature within 5ft of you should roll a hit die, and regain hit points equal to the number rolled on the hit die + the number rolled on the chrono die + your Constitution modifier.
Rewind Strike. You can rewind a missed strike, allowing you to retry it. When you miss a creature with a weapon attack, you can roll your chrono die as a reaction to reroll that attack. You add the number rolled on the die to the result of the reroll.
Temporal Stride. As a bonus action you can spend one chrono die and roll it, increasing your movement speed by 5 times the number rolled. Your movement doesn't provoke opportunity attacks when using this ability.
Rewind Death. When you or a creature within 60ft of you is reduced to 0 hit points or suffer a critical hit, you can roll a chrono die as a reaction to regain hit points equal to the amount you had just before being reduced to 0 hit points.
Rewind Step. As a bonus action you can spend one chrono die on any turn to turn back the paste and positioning at which you or a creature moved. You may spend a chrono-dice and force a creature of your choice within 60ft of you to make a wisdom saving throw. On a failed save they move back to an unoccupied space a number of feet up to your chrono dice roll*5(maximum of 30). The creature must have occupied that space at some point during the current turn.
Slowed Perception. You are able to slow down time just briefly to narrowly avoid the damage of some attacks. As a reaction to being targeted by an attack you may spend a chrono dice and reduce the damage by an amount equal to the chrono dice roll + your charisma modifier.
Time bubble. As a bonus action you can expend a chrono dice create a small time bubble of a radius of 30ft at a point that you can see. Any damage done within the time bubble is reduced by an amount equal to half your chrono dice roll(rounded down). This only affects a number of creatures up to your intelligence modifier of your choosing. The bubble lasts for an amount of rounds equal to your chrono die roll.

You gain an additional Chrono Die feature at levels 5th, 9th, 13th, 17th and 20th.

Time Loop[edit]

At 1st level, you can temporarily encase your targets on a time loop, causing them to commit the same mistakes in their defenses. As a bonus action Whenever you hit a creature with a melee weapon attack, you can spend a chrono die and add it to the damage roll and put them in a time loop. Attack rolls you make against that creature using the same weapon, until the end of your next turn, is made at advantage.

Time Stealer[edit]

Also at 2nd level, you learn how to sap the vitality of creatures around you, robbing them from their time. Whenever a creature is reduced to 0 hit points by you, you regain 1 Chrono Dice.

Spellcasting[edit]

Reaching 3rd level, the ability to control the time reach a new peak, as you learn how to use this power to control magic.

Cantrip

You know a number of cantrips equal to the number shown in the Cantrip column in the from the wizard spell list.

Spell Slots

The Chronoblade table shows how many spell slots you have to cast your 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. For example, if you know the 1st-level spell Armor of Agathys and have a 1st-level and a 2nd-level spell slot available, you can cast Armor of Agathys using either slot.

Spell level

The Chronoblade can only cast spells on a level for which he has spell slots left and the spell slot level is shown in the spell slot table.

Preparing and Casting

You know dunamancy and transmutation spells from any spell list. You can prepare a number of spells up to half of your Chronoblade level (rounded up) + your Charisma modifier. You are able to change out your spells for other dunamancy or transmutation spells on a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your chronoblade spells, since your magic draws on your ability to bend the time to your will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a chronoblade spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency modifier + your Charisma modifier
Spell attack = your proficiency modifier + your Charisma modifier
Spellcasting Focus

You can use a arcane focus as your spellcasting focus.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to 3 at 11th level and 4 at 20th.

Memory Retention[edit]

At 6th level, you can not only control time, but remember it. You can make a Intelligence (History) check to remember any thing you have seen or heard within a number of months equal to your level in this class with extreme precision and details. If you roll a 9 or below on any history check treat that roll as a 10.

Evasion[edit]

At 7th level, your control over time enhances your agility and lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Potent Chronomancy[edit]

At 9th level, you add your Charisma modifier to the damage you deal with any chronomancy spell. Additionally you add your charisma modifier to initiative rolls.

Eyes of the Past[edit]

Starting at 10th level, you can touch a creature of your choice using an action to try to see into that creature's past. You can discern actions that creature took with precision within the last 48 hours. Probing the creature takes 1 minute, and you become blind to your own senses for the duration, while your temporal echo travels to that period in time.

A unwillingly creature can try to resist your probing by making a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your charisma modifier. On a success, you can't use this feature on the same creature for the next 24 hours.

Phasing through time[edit]

At 13th level, you gain a greater control over your time manipulation being able to hop through different timelines. You can cast blink and haste on yourself, at will, by expending a use of your chrono die. The duration lasts a number of rounds equal to the amount rolled on your chrono dice when expended. When you cast the spells this way they do not require components nor concentration.

Steady World[edit]

Starting at 14th level, your spells that alter a creature can now affect objects, an example as casting feather fall on a falling rock.

Time Rush[edit]

At 15th level, whenever you cast a Chronoblade spell of 1st-level or higher, you can slow down the time around you, allowing you to act faster. Until the end of your next turn, you gain the following benefits:

  • Your movement speed is doubled.
  • You can take the Disengage or Dodge action as a bonus action.
  • You have advantage on your Dexterity saving throws.

Time Bender[edit]

Beginning at 17th level, you can use your control over time to bend the time, either by slowing down an enemy or hasting an ally. You gain the following benefits:

Slowing

Whenever a creature takes damage or fails a saving throw from a Chronoblade spell of 1st-level or higher, the target must succeed on a Constitution saving throw against your spell save DC. On a failed save, the creature is slowed, as if targeted by the slow spell. The creature can end the effect on subsequent turns by making saving throws, as normal, otherwise the effect lasts for 1 minute.

Hasting

Whenever a willing creature of your choice is target from a Chronoblade spell of 1st-level or higher, that creature gains a bonus equal to your Intelligence modifier to its Dexterity saving throws, and whenever it takes damage, it can its reaction to reduce the damage by an amount equal to your chrono die.

Champion of Time[edit]

Starting at 20th level, you gain an increased power over time. Whenever you spend a chrono die, you can add your Charisma modifier to the result. Additionally you may spend all uses of your chrono die to cast the time stop spell. Once you do so you are unable to do so again until you finish a long rest.

Archetypes[edit]

Temporal Blade[edit]

Temporal Blades

At 3rd level, you gain the ability to summon a set of weapons that you siphon from your own energy. As a bonus action on your turn, you can choose to summon 2 weapons that deals half your maximum chrono dice(rounded down) force damage. These weapons have the finesse, light and thrown(20/60) properties. If the weapon is more than 5ft away from you, you may cause them to reapear in your hands as a free action. You can have up to your proficiency bonus amount of these summoned weapons out at once.

Suspended Weapons/Ammunition/Objects

At 7th level, your temporal blades no longer need to be held, instead floating around you. Additionally, whenever you make a ranged attack roll you can choose to spend a spell slot and suspend your projectiles freezing it in place up to 1 minute and you must hold concentration on the weapons as if you are concentrating on a spell. During the time the projectile is suspended it appears motionless and is under the effects of the immovable object spell as if you had cast it at the first level.

If concentration is broken or the duration is over then the projectiles immediately launches to a target of your choosing as long as they are still within range and line of sight for the projectiles making an attack roll against them. If at the end of your turn the projectile had not yet broken concentration, the damage for the projectile increases by a d6 of the projectiles damage type.

You may also choose to move the projectile from the point it had been suspended to another point of your choice. This requires you to have physical contact with the projectile.

Flurry of Blades

Starting at 11th level, you can quickly attack with all of your temporal blades floating around creating a barrage of blades at your foes. As an action you can spend a 2nd level spell slot or higher and release all your temporal blades floating around you creating duplicates of multiple of them. Each creature within a 30ft cone originating from you must make a dexterity saving throw or they take the total damage of all your temporal blades plus your dexterity modifier. On a success they only take half as much damage. You may also apply your Suspended Weapons/Ammunition/Objects feature to this action spending a 2nd level or higher spell slot. All the blades then vanish. Once you use this feature you cannot use it again until you finish a short or long rest.

Frozen Blade

At 18th level, you can take complete control over a creature's flow of time. When you hit a creature with your temporal blade, you are able to stuck the blade into the creature's body freezing them in place. You can spend a spell slot of 3rd-level or higher to force that creature to make a Constitution saving throw. Unless the saving throw is a success, the creature is encased in a field of magical energy for 1 minute or until the creature takes any damage. While encased in this way, the creature is paralyzed. You may use this a number of times up to your intelligence modifier per long rest

Paradox Knight[edit]

Temporal Clone

At 3rd level, you gain the ability to summon a clone of yourself from the future to assist you. As a bonus action on your turn, you can summon or dismiss the clone. This clone is not entirely on your reality, being a mere temporal echo, and can't be targeted or damaged.

When you conjure your temporal clone, it appears in an unoccupied space within 30 feet of you. In combat, the clone acts on your turn, and move on its own. You can forgo one or more attacks to allow the clone to attack. The clone has the same statistics as you for this attack, and can use your chrono die if you have a feature who allows it. Your clone vanishes if it moves 120 feet away from you. Your clone counts as a creature with half your maximum hp and it's loose hang on to your timeline makes it vulnerable to all damage. The clone uses your spell slots and chrono dice when using it's features. You may also take attack of opportunity through your clone. While the clone is out you may also have it do the following features:

  • Your clone is able to follow up on the previous attacks you made. You may spend a chrono dice and have your clone make an attack roll of it's own. The expended chrono dice is added to the damage. This only happens once per turn. At 11th it becomes twice per turn.
  • Your clone is able to help you and others around you. You may spend a chrono dice and have your clone take the help action as it's bonus action on it's turn.
  • Your clone is able to cast spells at the moments you wanted to for you. You may spend a spell slot to have your clone cast a spell that you have. If the spells target is self then the spell will target you.

Your Temporal Clone lasts for 1 minute. You may only have 1 clone out equal to half your proficiency bonus. You may also use this feature a number of times equal to your proficiency bonus per long rest.

Clone Sentinel

At 7th level, whenever you or a creature you can see is damaged by an attack or a dexterity or strength saving throw and your clone is within 30ft of you, you can spend a 1st level or higher spell slot it and use it's reaction to move up to it's movement speed within 5ft of the creature to:

  • half the damage taken and have half of the damage done to the clone
  • or grant advantage on the saving throw and move the creature 10ft in a direction if they are willing and attacks targeting the clone has advantage until the end of your next turn.
Stronger Link

At 11th level, your temporal clone has developed a better grasp on to your timeline and is able to withstand certain effects better. Your temporal clone is no longer vulnerable to all damage.

Clone Army

At 18th level, the maximum number of clones you may have out increases to your proficiency bonus.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Chronoblade class, you must meet these prerequisites: Dexterity 13, Charisma 13.

Proficiencies. When you multiclass into the Chronoblade class, you gain the following proficiencies: light armor, medium armor, shields simple weapons, martial weapons

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