Chronomancer (3.5e Class)

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The Chronomancer is a master of time itself, and a skilled warrior as well. He uses his bending of the flow of time and his talents as a fighter to bring about change on the battlefield. They understand perfectly the past, present, and future, and can see into events to make any desired changes. Chronomancers are cunning tacticians, who can cancel and nullify the actions of others and vanish in the blink of an eye. He can shift in and out of different time periods, making him an anomaly within time itself, often exsisting at different points at the same time.

Making a Chronomancer[edit]

Chronomancers are fighters and tacticians. They use their fighting abilities to conquer their enemies, while bending time to get the advantage on them. For those fighting them, the Chronomancer poses an unexpected, unpredictable hazard. For those who work with them, a Chronomancer can become a chaotic, but wise and dangerous ally, keeping his friends from unseen dangers.

Abilities: The Chronomancer needs Strength and Dexterity for the same reasons as a fighter, to get an advantage over weaker foes. He also requires a decent Wisdom score to power his bending of time. A high Intelligence score will also help with his knowledge skills, but a Chronomancer should focus on his strength and powers first.

Races: The potential to gain the skills of a Chronomancer rests within all races. Some Chronomancers study very hard under another Chronomancer to gain their abilities, others are made through violations of arcane spellcasting. Regardless of how the Chronomancer gained his power, all the known races have this potential, especially those of strong mind and body.

Alignment: Though the Chronomancer knows what laws are and knows how to follow them, the Chronomancer himself often must choose what is best for time itself. They often understand the difference between a “Fixed Event” such as the exploding of pompei, the bombing of Pearl Harbour, the fall of Rome, and a “Common Occurance” such as drinking a mug of ale, buying a loaf of bread, and crossing a bridge. Because of this, sometimes the Chronomancer must make choices depending on what is supposed to happen. Because of this knowledge, Chronomancers often fall into Neutral or Chaotic alignments, and very very rarely into the Lawful side of the alignment grid.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Complex, as a Druid or Wizard.

Table: The Chronomancer

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Foresight 1/day, Time Leap 1/day Time Heal I
2nd +2 +3 +0 +3 Book of Time +2
3rd +3 +3 +1 +3 Speed Boost I
4th +4 +4 +1 +4 Foresight 2/day
5th +5 +4 +1 +4 Time Leap 2/day, Book of time +4 Time Heal II
6th +6/+1 +5 +2 +5 Rearrange 1/day
7th +7/+2 +5 +2 +5 Speed Boost II
8th +8/+3 +6 +2 +6 Foresight 3/day, Book of Time +6
9th +9/+4 +6 +3 +6 Time Heal III
10th +10/+5 +7 +3 +7 Time Leap 3/day
11th +11/+6/+1 +8 +4 +8 Book of Time +8, Speed Boost III
12th +12/+7/+2 +8 +4 +8 Foresight 4,day, Rearrange 2/day
13th +13/+8/+3 +9 +5 +9 Cancelation/Confirmation Time Heal IV
14th +14/+9/+4 +9 +5 +9 Book of Time +10
15th +15/+10/+5 +10 +5 +10 Time Leap 4/day, Speed Boost IV, Time Shift
16th +16/+11/+6/+1 +10 +6 +10 Foresight 5/day Time Stop 1/day
17th +17/+12/+7/+2 +11 +6 +11 Book of Time +15 Time Heal V
18th +18/+13/+8/+3 +11 +6 +11 Rearrange (Wisdom)
19th +19/+14/+9/+4 +12 +7 +12 Speed Boost V
20th +20/+15/+10/+5 +12 +7 +12 Foresight (At Will), Time Leap 5/day, Book of Time +20, Time Stop 2/day

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Concentration, Craft (Any), Intimidate, Jump, Knowledge (History), Knowledge (Time), Knowledge (Local), Knowledge (The Planes), Listen, Profession (ANY), Spot, Swim, Use Magic Device.

New Skill: Knowledge (Time): This is much like the Knowledge (History) skill, but it covers all events in the past, present, and the future. With this skill, the Chronomancer can determine if certain actions will be good or bad, if there is an ambush waiting ahead, of if he is on the correct path to get to his destination. This is not a knowledge of people, places, or things, just events. Sort of like a skill that helps predict those "What if" questions. Because of the sensitive nature of time and quantum theory and all that jazz, sometimes it is best for the Chronomancer to keep the results of rolls involving this skill between himself and the DM. Some people are supposed to die, some cities are meant to get destroyed, and some things just can't be fixed, and as a Chronomancer, they have to accept these fates, unless they are prepared to deal with a shift in the fabric of time.

Class Features[edit]

The Chronomancer is a skilled fighter that uses his ability to bend time to his will to gain the upper hand in combat. All of the following are class features of the Chronomancer.

Weapon and Armor Proficiency: The Chronomancer is skilled in the use of all Simple weapons and one Martial weapon of her choice, and is proficient with Light and Medium armors.

Tongues: Due to there ability to move through time they can speak and read any language. (optional dependent on DM)

Foresight (Su): Due to their great knowledge of events and time, Chronomancers can expect attacks and prepare themselves ahead of time. Foresight grants the Chronomancer the ability to add his Wisdom modifier to his AC (in the form of a magical insight bonus), Reflex-based Saves, Balance and Jump checks, and Attack rolls. A bonus to Foresight, is that Chronomancers always know what time it is. They are immune to any attempt or spell that would possibly confuse them of the time and day.

Time Leap (Su): As part of their training as Chronomancers, these unique fighters are trained how to traverse through time itself to gain the advantage in battle. The first of these strange abilities in the Time Leap. This allows the warrior to instantly traverse through the fabric of time to a another location. The distance (feet) he may travel is equal to 5 × (Wisdom Modifier + Class level). To others, this appears as either an extremely quick blur, or simply vanishing and reappearing again. For the Chronomancer, this ability requires a full action to activate, but can be used to get behind an enemy for a surprise attack. This does not allow the Chronomancer to go through objects or walls, it simply allows him to walk through time itself to get to another location quickly, and he must be able to somehow see his destination. Can travel with a max of 2 people.

Time Heal (Ex): Due to their ability to manipulate time Chronomancers can heal damage dealt to them but uses a full turn.

Time Heal I
at 1st level, the Chronomancer can heal 1d6 points of damage plus Wisdom modifier.
Time Heal II
at 5th level, the Chronomancer can heal 1d8 points of damage plus wisdom modifier.
Time Heal III
at 9th level, the Chronomancer can heal 1d12 points of damage plus wisdom modifier.
Time Heal IV
at 13th level, the Chronomancer can heal 1d20 points of damage plus wisdom modifier.
Time Heal V
at 17th level the Chronomancer can heal 1d20 and 1d8 points of damage plus wisdom modifier.

Book of Time (Ex): These strange warriors, due to their bonding with the flow of time, often keep detailed diaries of events in the past, present, and future. Because of this book, and the Chronomancer's knowledge and skills with time itself, he gains knowledge of events that have happened, and those that haven't happened. This grants the warrior of time a bonus to his Knowledge (History), and Knowledge (Time), skill checks. This begins at level 2 and goes up by +2 every three levels, and after level 14, it goes up by +5 every three levels.

Speed Boost (Su): With continued use of his time-based abilities, the Chronomancer can learn how to control his own speed. At 3rd level, the Chronomancer begins to learn how to boost his own speed in combat, granting him extra attacks. Activating this ability is an instantaneous action, requiring no time to initiate, but must be declared before the warrior's first attack. The Chronomancer can use this ability a number of times per day equal to his Wisdom modifier.

Speed Boost I
At 3rd level, the Chronomancer gains a single extra attack at his highest BAB. (Example: +3/+3)
Speed Boost II
At 7th level, the Chronomancer gains one attack at his highest BAB, and one at his lowest. (Example: +7/+7/+2/+2)
Speed Boost III
At 11th level, the Chronomancer gains two attacks at his highest BAB, and one at his lowest. (Example: +11/+11/+11/+6/+1/+1)
Speed Boost IV
At 15th level, the Chronomancer gains two attacks at his highest BAB, and two at his lowest. (Example: +15/+15/+15/+10/+5/+5/+5)
Speed Boost V
At 19th level, the Chronomancer will gain two attacks at his highest BAB, one at his next highest, and two at his lowest. Also, he may add his Wisdom Modifier to the first attack. This Wisdom bonus does not stack if Foresight is used as well.(Example: Wisdom 16 (+3) +23/+20/+20/+15/+15/+10/+5/+5/+5)

Rearrange (Sp): At 6th level, the Chronomancer has had quite a bit of time to work on his manipulation of time, getting it down to a science that only he can perfect. With the Rearrange ability, the Chronomancer can literally bend time to his will for a brief moment and completely change what might be history. After rolling combat initiative, the Chronomancer can, at the cost of 100 XP, rearrange the initiative order to a more favorable order. He does this by slightly changing time in the area and giving one group and advantage, while hindering others. To resist this bending of time, those opposed to the ability must make a Wisdom-based save (DC = 10 + Chronomancer's class level). At 18th level, the Chronomancer can do this a number of times per day equal to his Wisdom modifier.

Cancelation/Confirmation (Sp): Upon reaching 13th level, the Chronomancer has gained great power over the flow of time. He understands and can even command time itself to various extents. He has learned well how to combine his combat with his time-based tactics and has studied hard on how time flows and works. Once per day, the Chronomancer can completely erase and deny success or failure by twisting time itself to his own will. Activating either one of these powers requires a full action to be consumed. Any save made against these spell-like abilities are Wisdom-based (DC = 10 + Chronomancer's Class Level). The Chronomancer can only use one of these abilities per day, and doing so requires a cost of 500 XP.

This spell-like ability allows the Chronomancer to erase an action from the fabric of time itself. By his own will, he can challenge fate and deny someone else success. With Cancelation, the Chronomancer can completely nullify any physical action (attacks, skills, reflex-based saves, etc) that was made, or going to be made during that day. Yes, this means that he can use his Knowledge (Time) skill to learn of an ambush ahead, and then use Cancelation to cause it to never happen.
To every coin, there is a heads and a tails, and this is the reverse of Cancelation. Where Cancelation erased an action, Confirmation forces it to happen. With this ability, the Chronomancer makes people succeed at their physical actions. These can be actions that have, or have not yet happened in the world. Any attacks or skill checks that are accomplished because of this ability are simply successes, not criticals. This means that the Chronomancer can spot the Rogue sneaking up on a guard, and use Confirmation to cause the guard to see her.

Both of these abilities violate time itself, so one would advise caution when employing these tricks to gain an advantage over a situation. Maybe that guard was supposed to die that night? Maybe the king's carriage was supposed to be ambushed to make way for a new, better kingdom?

Time Shift (Sp): As a master of time itself, the Chronomancer is well versed in traveling through the fabric of time. With the Time Shift ability, the Chronomancer can send a number of targets (equal to his Wisdom Modifier + 1) through a rift in time. This can be hours, days, weeks, years, depending on the power of the Chronomancer. The Chronomancer can travel a maximum of Xd4 hours/years through the rift, either forward or backward in time, where X is equal to his class level + his Wisdom Modifier. With Time Shift, the Chronomancer can send himself and some allies through the rift, or throw enemies into it as a way to get out of difficult combat. A successful will save prevents being cast into the time vortex (DC = 10 + Chronomancer's class level). This spell-like ability requires a full round to activate and can only be used once in a 24-hour period. This ability has a range of 50 feet, plus an additional 5 feet per class level.Can use outside of battle at will. Can not change fixed points. (character deaths and key points in story line)

Time Stop (Sp): This spell-like ability functions exactly as the Time Stop spell. With the caster level being equal to the Chronomancer's class level. The only exception to this is the Chronomancer gains additional rounds of duration equal to his Wisdom modifier. Other than this bonus, this ability works exactly as described in the Time Stop spell.

Epic Chronomancers[edit]

Table: The Epic Chronomancer

Hit Die: d12

Level Special
21st Temporal Fusion
23rd Book of Time +25, Speed Boost VI
24th Time Stop 3/day
25th Time Leap (At Will)
26th Book of Time +30
27th Epic Speed Boost
28th Time Stop 4/day
29th Book of Time +35

6 + Int modifier skill points per level.

Temporal Fusion: An epic-level Chronomancer is so involved with the flow of time, that he himself has become ageless. At this point he has become fused with time itself and gains some great benefits from the change. The benefits of this alteration are as follows:

  • Body of Time: Character subtype changes to Native Outsider (Temporal) as the Chronomancer has become one with the powers and flow of time. This grants him all the benefits of being a Native Outsider from the plane of Time.
  • Temporal Sight: Can apply his Book of Time bonus to Spot and Listen checks to see and hear into other time periods. This allows the Chronomancer to see into the past, or hear a future conversation. How far back or forward he is able to see and hear is determined by his Time Shift ability.
  • Timeless: The Chronomancer has become ageless. He no longer ages, and can no longer be targeted by spells that alter time, age, or those that affect the mind.
  • Face for the Ages: This allows the Chronomancer to appear as any age (even dead) at will. He can do this a number of times per day equal to his Wisdom modifier, and it remains active for Xd6 minutes, where X equals the Chronomancer class level. This is considered a Disguise skill check, using Wisdom as the primary attribute for the skill. No matter what age the Chronomancer decides to appear as, he does not lose any skills or attributes or take any penalties.

Speed Boost VI: This is very much the same as Speed Boost V, but this remains active for a number of rounds equal to the Chronomancer's Wisdom modifier.

Book of Time: This continues to go up by a +5 bonus every two levels.

Epic Speed Boost: The Chronomancer gains 3 attacks at his highest BAB, 2 at his next highest, 2 at the next highest, and 2 at the lowest BAB. He may also add his Wisdom modifier to his attacks, but this does not stack if he has Foresight activated. This, like Speed Boost VI remains active for a number of rounds equal to the Chronomancer's Wisdom Modifier. (Example: (BAB +20) Wisdom score 20 (+5) +25/+25/+25/+25/+20/+20/+20/+15/+15/+15/+10/+10/+10)

Campaign Information[edit]

Playing a Chronomancer[edit]

Religion: Often called the Warriors of Time, the Chronomancers are devoted to the ideas and concepts of time. They often worship gods or goddesses that have to do with the passing of time. They believe that time is sacred and should be cherished, and will pursue those who would seek to undo a “Fixed Event” in the flow of time.

Other Classes: Chronomancers are often well-perceived by others that work with them. Because of their ability to manipulate time and their dedication to keeping the flow of time running as it should, the Chronomancers are usually seen as a type of protector by others.

Combat: As stated above, Chronomancers often take a protective position in battle, using their unique time-based abilities to get the upper hand on difficult foes. Despite being fighters, the Chronomancers usually try to end fights with minimal bloodshed.

Advancement: Advancing a Chronomancer means making full use of the character's temporal abilities. Multiclassed as a Barbarian, they could use Rage with Speed Boost to gain a huge battle advantage. A Rogue could make use of the Time Shift ability to steal things easier. Or one could multiclass as a Cleric and take the Time domain, allowing the Chronomancer even further access to the flow of time.

Chronomancer in the World[edit]

I'm sorry, I distinctly remember killing you yesterday. Don't you remember? Oh... Wait...
—Bobby “Puppy-Chow” King, Elven Chronomancer

Daily Life: Most Chronomancers are mercenaries or devotees to protecting the events that happen through time. They cherish history and they adore the future. Some take jobs working as clocksmiths, tinkering away on the devices that tell others what time it is, and using thier temporal powers to keep the clocks exactly on time. Generally, because of their unique ability, the Chronomancers think of themselves as better than others, but they try not to be smug about it. They enjoy knowing the past and being able to know the future, but they also know the horrors their knowledge could unleash, such as telling someone of their own death. Most Chronomancers keep a strict code of ethics, which generally do not follow common laws, as these codes dictate protecting time, and how to preserve events that are meant to happen, even if those events cause massive genocide.

NPC Reactions: Most NPCs would not know who is a Chronomancer just by looking at one. They look and act like normal people for the most part. Once their identity is known, people treat them depending upon what they are doing. A Chronomancer who keeps lots of secrets might be treated with suspicion and curiosity, while one who recklessly destroys the fabric of time will be treated with fear and displeasure.

Chronomancer Lore[edit]

Characters with ranks in Knowledge (The Planes) or Knowledge (Arcana) can research Chronomancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The Planes) or Knowledge (Arcana)
DC Result
5 Chronomancers are mere warriors who do some fancy tricks with time-magic.
10 Chronomancers are often sent by others to track villians down through the fabric of time.
15 The inn known as the Silver Clock is the home for a guild of Chronomancer Mercenaries who will work for the highest bidder.
20 King Alric III has kept his rule over the land through the use of his Chronomancer magic. This has kept him on the throne for over 200 years. There are also very old pictures in other kingdoms that look exactly like him as well, and each of those pictured kings ended their reign shortly after a major war or a horrific natural disaster.

Parasite God 22:43, 22 January 2013 (MST)

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