Chronomancer, Guardian Form (Individual) (5e Class)
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- 1 Guardian Form Chronomancer
- 2 Guardian Form Features
- 3 Multiclassing
Guardian Form Chronomancer
Blades clash as the Human Fighter looked his Half-Orc competition in the eyes and grinned. Then with a blur of speed the Half-Orc was lying on the ground. When the fighter returned to the Arena's barracks the door didn't lead to where he expected. He looked around and time and space was fluid and in front of him stood two Deities, one of Time and one of Space, they bowed and vanished. All that remained in front of him was some Golden-Brown armour and two blades pulsating with energy. He put it on and picked up the weapons and felt his body and soul being ripped from reality, the armour and he were now one.
The Chronomancer charged toward the hoard of goblins far faster than would be expected. Extending his hands to his side the Astral Energy compresses to form a blade glowing with Astral Energy lifting his other arm a shield forms out of more compressed energy. Seconds could be minutes, minutes could be hours he wasn't aware but all that mattered was the pile of bodies fallen in front of him. Once his made sure to remove the bodies he swings his sword in front of him creating a rift and steps through and returns to the Astral Plane.
Creating a Guardian Form
As you create a Guardian Form Chronomancer, think about what got you noticed by the Gods of the Astral Plane and how you came to inhabit the Plane. Were you someone who studied Time and the Guardians who bring balance to the Astral Plane and the Material Plane or a gifted Fighter who's always felt that time was on his side? Did you accept the passage into the Astral Plane wilingly or were you ripped from your Plane of Existence and forced into the Astral Plane? Do you like your life in this form or do you want to return to your previous life?
As a Guardian Form you gain the following class features.
- Hit Points
Armor: Chrono-Armour, Chrono-Shield
Saving Throws: Strength, Constitution
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Stealth, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- 2 Astral Weapons (chose from astral fighting area)
|1st||+2||Vortex Touch, Blessing of Time and Fate, Astral Body, Astral Fighting||1d8|
|4th||+2||Ability Score Improvement||1d10|
|6th||+3||Ability Score Improvement||1d10|
|7th||+3||Extra Attack, Astral Armour Improvement (+2)||1d10|
|8th||+3||Ability Score Improvement||1d12|
|11th||+4||Extra Attack (2), Astral Armour Improvement (+4)||1d12|
|12th||+4||Ability Score Improvement||2d12|
|14th||+5||Ability Score Improvement||2d12|
|15th||+5||Time Warp, Timeless Body||2d12|
|16th||+5||Ability Score Improvement||3d12|
|18th||+6||Extra Attack (3), Astral Armour Improvement (+6)||3d12|
|19th||+6||Ability Score Improvement||3d12|
|20th||+6||Warrior of the Astral Plane||4d12|
Guardian Form Features
Your skin pulsates with a light blue Astral energy which flows over all handheld items. Beginning at 1st level, whenever you damage a target with a Chrono-Weapon or an unarmed strike the target takes additional Chrono-damage as shown in the Chrono Dice column.
Blessing of Time and Fate
Once a day the Gods of Time and Fate intervene with the natural order of time to assist their champion. Beginning at 1st level, once per long rest you gain an advantage on initiative rolls.
After your body underwent the transformation of entering the Astral Plane you no longer need sleep, food, and water.
Understanding how the Astral Plane interacts with the Material Plane you infuse your Astral Weapons with your will. Taking an bonus action you can summon a weapon, dispel a weapon or change the weapon. The weapon automatically dispels at the end of the encounter. You gain new weapons at 1st, 2nd, 3rd, 5th, 9th and 13th level. 1st level: Astral Knife. 1d6 piercing/slashing (you choose). Finesse, Light, Thrown, Chrono. (You can summon two at once, and when thrown return to your disappear after the attack is executed. A new one then appears in your hand.) 2nd level: Astral Longsword. 1d8 slashing. Versatile (1d10), Chrono. (You can set up a parrying stance with the blade as part of an attack. You must be weilding it two handed, and you gain the benefits of 3/4 cover). 3rd level: Astral Short Bow. 1d6 piercing. Range(60/150), Two-handed, Chrono. (You have 30 arrows each time you summon this weapon. The arrows automatically spring into the notch of the bow). 5th level: Astral Shield. AC = + your Chrono Dice. (Must have a free hand to manifest and hold the shield). 9th level: Astral Long Bow. 1d8 piercing. Range(150/600), Heavy, Two-Handed, Chrono. (You have 30 arrows each time you summon this weapon. The arrows automatically spring into the notch of the bow). 13th level: Astral Greatsword. 2d6 slashing. Heavy, Two-handed, Chrono. (You can forgo all your extra attacks to force everything within 10 feat to make a dexterity saving throw. On a failed save, they take your 5d6 slashing plus your Chrono dice in damage, and half on a succeful save). 4d6 At 17th level any attack you make with a Chrono-weapon has advantage.
Once per minute you channel the energy of Time and Space into a life essence. Starting at 3rd level, when you hit a target and deal Chrono damage you gain hit points equal to the Chrono damage.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.
At 7th level your mastery of altering time while you fight allows you to move faster than expected allowing for another attack. You gain additional attacks at 11th and 18th
Chrono Plating Improvement
As you spend more time away from the Astral Plane the armour plating is less ethereal and starts to solidify. At 7th, 11th and 18th level the Chrono Plating's Armour Class improves by 2. Original Chrono Platting Armour starts at an AC of 16.
Starting at 10th level, after a successful hit with a Chrono weapon the targets movement is halved and target is considered restrained. Target can make a Constitution save DC equal to Chrono damage to break free from the rift otherwise remains in the rift for rounds equal to your Strength modifier. Can be used once per short rest.
Starting at the 15th level, you can create an area of astral distortion as a bonus action, acting as a failsafe if you encounter danger. Returning to the distortion requires strenuous physical ability. As a bonus action, make a Constitution check with DC 20 - half your Chronomancer level (rounded down). On a successful save, you return to your astral distortion with the statistics of that position: HP, Movement left, Actions available, Items, Usable Abilties, with the DM's discretion. On a failed save, you take your Chrono dice as damage, and are stunned for one turn. You can use this feature a number of times equal to your Wisdom Modifier.
Beginning at 15th level you no longer age and cannot be magically aged.
Warrior of the Astral Plane
At 20th level, taking an action to focus on the flow of time, you can stop the flow of time temporarily for all hostile targets, they are stunned until the end of your next turn. You can also make 2 attacks per attack action for that turn. You can use this ability 5 times per long rest.
Prerequisites. To qualify for multiclassing into the Guardian Form Chronomancer class, you must meet these prerequisites: 13 Strength and 13 Constitution this class cannot be multiclassed with the Astral Form Chronomancer,
Proficiencies. When you multiclass into the Guardian Form Chronomancer class, you gain the following proficiencies: Chrono Plating, Astral Weapons. You also gain Chrono Plating Armour and can read, write and speak Deep Speech.