Chronomancer (5e Class)
From D&D Wiki
- 1 Chronomancer
- 1.1 Creating a Chronomancer
- 1.2 Class Features
- 1.2.1 Table: The Chronomancer,
- 1.2.2 Suspending the Aether
- 1.2.3 Wheel of Time
- 1.2.4 Timely Path
- 1.2.5 Ability Score Increase
- 1.2.6 Deja Vu
- 1.2.7 Pocket of Eternity
- 1.2.8 Time Stride
- 1.2.9 Void of Time
- 1.2.10 Blink of an Eye
- 1.2.11 Time Ball
- 1.2.12 Warrior of the Astral Plane
- 1.2.13 Undo Timeline
- 1.2.14 Supreme Chronomancy
- 1.3 Enforcers of Time
- 1.4 Guardian of the Timeless Gaze
- 1.5 Time Lord
- 1.6 Chronomancer Spell List
- 1.7 Multiclassing
You were born with, or gained, the ability to manipulate time, and to show your mastery over it, granting yourself the title of a Chronomancer.
Creating a Chronomancer
- Quick Build
You can make a Chronomancer quickly by following these suggestions. First, Wisdom should be your highest ability score. Second, choose the Sage background. Third, choose the Dungeoneer's kit.
As a Chronomancer, you gain the following class features.
- Hit Points
Weapons: Simple weapons, daggers, quarterstaffs, light crossbows
Tools: Any one artisan tool
Saving Throws: Constitution, Wisdom
Skills: choose any 3 from Acrobatics, Arcana, Insight, Investigation, History, and Medicine.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Dungeoneer's Pack or (b) A Scholar's Pack
- (a) Two daggers or (b) A quarterstaff
- (a) leather armor or (b) padded armor
|Features||Fate Points||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Suspending the Aether, Spellcasting||0||2||2||—||—||—||—||—||—||—||—|
|2nd||+2||Wheel of Time||1||2||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||2||3||4||3||—||—||—||—||—||—||—|
|6th||+3||Pocket of Eternity||3||3||4||3||3||—||—||—||—||—||—|
|7th||+3||Time Stride, Timely Path||3||3||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||3||4||3||3||2||—||—||—||—||—|
|9th||+4||Void of Time||4||3||4||3||3||3||1||—||—||—||—|
|10th||+4||Blink of an Eye, Timely Path||5||4||4||3||3||3||2||—||—||—||—|
|11th||+4||Time Ball, Timely Path||5||4||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||6||4||4||3||3||3||2||1||—||—||—|
|13th||+5||Warrior of the Astral Plane||6||4||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement, Timely Path||8||4||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||9||5||4||3||3||3||3||2||1||1||1|
Suspending the Aether
Starting at 1st level, when a creature within 20 feet of you, that you can see is casting a spell, you may suspend that one spell for one round of combat. You may not use this feature more than once on a single creature. You are able to use this feature a number of times equal to your Wisdom modifier + your proficiency bonus (minimum of 1), and regain expended uses upon completing a short or long rest. In addition, any spells cast by you can be suspended
At 10th level, you are able to prolong the effect of this feature by performing a saving throw of DC 13 + the spellcaster’s Wisdom modifier. On a successful save, the effects of this feature last for one more round of combat. On a failed save, the effect ends as it normally would. You are able to prolong this feature a number of times equal to your Wisdom modifier + your proficiency bonus.
Wheel of Time
At 2nd level your studies allow you to spin the wheel of time and alter the fate of yourself and other creatures. You know how to bend time to do the following: Accelerate, Decelerate and Surge. Your access to this bend in time is represented by fate dice. You have fate points equal to the fate point chart listed above. You regain expended fate dice upon finishing a short or long rest.
As a bonus action, you may expend 1 fate point to move forward the wheel of time. Either yourself or a targeted friendly creature within 20 feet of is now allowed to use one additional action.
As a reaction, you may expend 2 fate points to slow down the wheel of time. When you take damage from an attack, you are able to delay the damage dealt for 1 turn. As soon as your next turn begins, you take damage equal to the damage of the previous attack.
As an action, you can expend 1 to a maximum of 4 fate points to repel the fates of certain allies. Up to two target friendly creatures takes 1d10 per fate point less damage until the start of your next turn. Spending more than 1 point increases the duration, for example, 2 points would be until the start of your second turn, 3 would be until the start of your third turn, and 4th would be the start of your 4th turn.
Starting at 3rd level, you must choose a Timely Path. The options are either Enforcer of Time, Guardian of the Timeless Gaze and Time Lord.
Ability Score Increase
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. You cannot increase an ability score above 20 using this feature.
Starting at 5th level, whenever you are attacked by a creature, you may use your reaction to spend one fate point to force the creature to reroll the attack and take smaller of the rolls. Additionally, all critical hits against you become normal hits.
Pocket of Eternity
At 6th level, you have managed to create a pocket outside of time that you can rely on in times of need. On your turn, you can use an action to regain hit points equal to 1d10 + Wisdom modifier + your total level. You may use this feature a number of times equal to your Wisdom modifier. You must finish a long rest to regain all uses of this feature.
Starting at level 7, you can have time slow drastically around you for 1 minute, allowing you to move incredibly fast over a short distance. As a bonus action on every turn in that minute, you can seemingly teleport your movement speed. This does not invoke an attack of opportunity. You may use this ability a number of times equal to your Wisdom modifier, and a short or long rest regains all lost uses of this ability.
Void of Time
At 9th level, you may create a void in time within the suspended spells you cast. Whenever you cast a spell with an area of effect and suspend it, you may increase the size of the affected area by 5 feet for every round that it is suspended.
Beginning at 10th level, when you move you may take a step out of time, then come back into the present. Once per turn you may teleport into an unoccupied space that you can see, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity.
At level 11, as an action, you fuse the aether and the fabric of time together, wrapping it into a sphere and launching it up to 50 feet away from you. Any creature within 30 feet of where it lands must make a Wisdom saving throw and on a failed save, a creature becomes stunned for 1d4 rounds. If a creature passes, it is not stunned, but its movement speed is halved for 1d4 rounds. You must finish a long rest to use this feature again.
Warrior of the Astral Plane
At 13th level, taking a round to focus, you can stop the flow of time temporarily for all hostile targets within a 30 foot radius centering you. They must make a Constitution save, and upon failing are stunned until the beginning of your next turn. You can use this ability 1 time per long rest. This increases to 2 times at 20th level.
Upon reaching 18th level, you gain the ability to undo a specific timeline, taking all actions of up to 1,000,000 targets back in time (up to 100 years prior). All experience and items gained within that time are lost. All spell slots that were used within the time frame become unused. You can only use this feature once every year, and after doing so, you immediately age a number of years equal to the amount of years spent using this ability x 10. For example, if everyone was about to die to a Tarrasque the chronomancer can revert back in time to an hour before they encountered the Tarrasque to inform the party of everyone's unfortunate demise. This is extremely big story changer, you must inform and collaborate with your Dungeon Master on whether to continue playing the present, or go back in time, and continue from up to 100 years of gameplay.
Once reaching level 20, you are able to store up to 4 different spells from cantrip up to 9th level spells into a suspended space, you may release one of these four different spells as a bonus action, when you store one spell into this suspended space you lose that spell slot until you complete a long rest, in addition, a suspended spell can only be suspended for up to 48 hours, afterwards the spell fizzles, if you do use the suspended spell a slot is open in the space until you replace the used spell with another
Enforcers of Time
Your thoughts about how time magic should be used and how others should use it turns you into the law of time itself of how others use time magic, normally others don't like these types and your spell casting slots decreases to half, but in addition, you may choose spells from Ranger, and Sorcerer listings, whenever leveling up, purchasing or any other way to obtain these in your play.
You gain the Feat Crossbow Expert when you choose this path.
- Repeating Timely Shooter
When you first choose this subclass, you reach into the fabric of time and pull from the armory of the god of justice, you can choose up to three different targets each bolt deals 1d6 piercing and 1d4 fire damages by themselves, not including bolts that explode or any magical effect like spells, this repeating crossbow has a clip size of 30, and shoots 3 bolts/arrows when the trigger is pulled, in addition, you only have 1 clip, to gain more you must spend 50 gold to reach into the armory to take more.
- Cunning Action
At 4th level, your quick thinking and agility allow you to move and act quickly, you can take a bonus action on each of your turns in combat. This action can be used to only take the dash, disengage, or hide action.
- Bonus Shots
At 5th level, you may shoot your ranged weapons twice as much! For each attack action you make you may shoot your ranged weapon twice, in addition to this if you are hidden and shoot you deal an additional 4d6 sneak attack damage.
- Specialized Arrows and Bolts
At 8th level, you spend time creating ammunition for sale or use, you are able to spend 30 minutes making one type of the following, explosive, acidic, thunder, psychic, lightning, or time bolts or arrows
Acidic -- In a 5 foot radius on impact against creatures, Dexterity save, on failed save they take 4d6 acid damage, and their metal gear takes percentile of wear on it.
Lightning -- In a 15 foot radius on impact, creatures must make a Dexterity save, on fail they take 4d6 lightning damage and drop whatever is in their hands.
Time -- In a 10 foot radius on impact, creatures must make a Wisdom save, on fail they are aged forward or backward in time your choice 1d6, in years and take 6d6 psychic damage and this damage cannot be negated.
- Time Warp
At 10th level, you may suspend your ammunition as its being shot through time flickering them as they are shot on there trajectory making them undodgeable and goes past armor/cover, if a creature is wearing armor that is 100% immune to ammunition, with this feature treat that as if it were negated and your ammunition all gain ricochet effect meaning you can bounce them off of objects to change paths
- Timed Ammunition
At 14th level, Your ammunition gains the railgun effect, you've spent your time speeding up your ammunition and changing their effects that you learned to passively give them a railgun effect, all hits now go through the first three targets if they are lined up, the trajectory may change if you hit something that would change it, meaning you hit one person, hit a slanted surface and hit two others, your ammunition also deals 2d10 force damage
- Temporal Paradox
At 16th level, You call upon the fabric of time and summon forth 1d4 different timelines of yourself to come to your aid for 1d12 hours, this different timeline might be from an apocalyptic, peaceful, disasterful, or other timelines; ask your DM about this, and in addition, it has the same stats as you, you can use this twice a day before long rest.
Guardian of the Timeless Gaze
You become a knight of the timeless gaze, gaining abilities to shield your allies and yourself with time itself, making you a melee specialist, gaining proficiency with martial weapons. Instead of Strength or Dexterity, you may use Wisdom for melee type weapons. In addition, your hit die changes to 1d10. You also gain spell listings to learn from paladin, and warlock.
- Knight's Timeless Armor
Starting when you choose this Timely path at level 3, you may spend 2 hours to craft Time armor. This armor is treated as Breastplate armor "with finesse", meaning it is considered light armor. Creation uses materials in the worth of 100gp, which is consumed. This Time Armor expires after 1 month. Once created it can be summoned to the user's body as a bonus action.
- Extra Attack
Starting at level 5, you gain 1 extra attack. You gain an additional extra attack at level 10.
- Cunning Action
Starting at 8th Level, your manipulation of time allows you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Time Echo
At level 11, you are able to create an echo in time of yourself. This echo is a creature with the same stats as you but only 1HP. It has the same weapons as you but cannot cast any spells. You are able to use this a number of times equal to your Wisdom modifier a day, but only once at a time. The echo disappears after an hour, and from then on, you must do the same actions that the echo has done in that hour. For example, if the echo has attacked twice, you must attack twice too, even if there is no target (meaning you strike the air). If you are unable to perform these actions (or decide not to), you take 3d12 force damage, since forces need to be balanced.
- Timeless Armor
At 14th level, your armor becomes more timeless, granting you the benefits of Splint armor with finesse, meaning it is still considered light armor instead of heavy.
- Echoing Attacks
At 16th Level, when you make an attack with a melee weapon, your weapon becomes 3 weapons of the same type at once. They each roll separate attack rolls and damage rolls. This ability can only be used once per turn. You are able to use this a number of times equal to your Wisdom modifier before making a long rest.
You decide to take a different spin on your Time magic and become the literal master of time. There aren't many time lords but the few are masters of controlling, exploiting, and having fun with time itself. All targets must be 20-120 feet away from you to be able to manipulate time effects on them unless your ability or spell says otherwise, also, your spell list expands, you may choose spells from cleric, bard, and warlock (if you do choose from warlock you must spend 4 hours to negotiate with a unwordly creature and spend gp determined by the DM)
- Time Lords Suspended Abilities
Starting when you choose this path, you know your suspended abilities and put them into a stasis making them only available when you spend time points. You have a number of time points equal time points equal to your level. You regain all lost time points by finishing a short or long rest, and in addition you may spend time points to convert them into spell slots or convert spell slots into time points up to level 5 spells (treat this as a different sorcerer table version)
1st = 2 points
2nd = 3 points
3rd = 5 points
4th = 6 points
5th = 7 points
This represents how many points needed for spell slots and how many points you gain per spell slot, you may convert as a bonus action on your turn, in addition you may use one of the following as a bonus action, Time Stop, Time Skip, Forward in Time, Back in Time
TIME STOP -- 3 points; you freeze time in its place, in a 10 by 30 line or in a 30 foot radius of up to 120 feet away for xd4 turns, time is stopped in those zones, any creature caught directly in it must make a Wisdom save, and on a fail they are trapped in place until this ends, and on pass they manage to break free and are unaffected by this, but if they re-enter the area or end their turn in it they must make another save with a -1 for each pass or turn spent in the zone. If a creature is caught and another is attempting to attack that creature with a melee attack, that creature must make a dc save or be frozen, if a creature is attacking a frozen in time subject with a ranged weapon, once the ammo or spell enters the area it freezes in place until the area stops and continues on its original path, you cannot delegate what creatures/objects are immune to this, i.e. if you use a line version and 2 enemies run into it and fail they are frozen in spot until they break free, if an ally comes up to swing a sword at the frozen creature they must make a save and on fail they are also frozen in spot or if they were to enter it as well, no one is safe from this. (x = chronomancer level divided by 2 rounded down, and you can have this last for less rounds than what you rolled if you wish.)
TIME SKIP -- 2 points; You skip time, and as a reaction to being attacked you may use this and make a contested check against your enemies (Wisdom vs. Dexterity). If you succeed you wink out of time for xd4 rounds. You are not hit by the attack, and do not “exist” on the map for the 1d4 rounds. At the end of the last round you reappear where you winked from. (x = chronomancer level divided by 2 rounded down, and you can have this last for less rounds than what you rolled if you wish.)
FORWARD IN TIME -- 3 points; You make a melee touch attack against target creature or object and send it forward in time xd4 rounds. This works identically to time skip.(x = chronomancer level divided by 2 rounded down, and you can have this last for less rounds than what you rolled if you wish.)
BACK IN TIME -- 3 points; you make a melee touch attack against target creature or object and send it backward in time xd4 rounds, the creature is returned to the state is was in xd4 rounds ago. This includes everything, health, armor class, possessions, experience. This can even be used to revive players if they died seconds ago, or return resurrected enimies to their grave. (x = chronomancer level divided by 2 rounded down, and you can have this last for less rounds than what you rolled if you wish.)
- Time Slip
Starting at level 3, you gain the ability to go back a brief moment of time. As a reaction, you may reroll any ability check or skill check you or an ally have just rolled, and you or the ally must accept the result of the second roll. You may feature this feature a number of times equal to your Wisdom modifier. You regain all uses after a short or long rest.
- Timely flow
At Level 4, You place a ward on a creature that stays on them for 8 hours increasing their metabolism, speed, and cell growth, because of this until the 8 hours are up the creature gains a +20 feet to its movement speed and regains 1d12 + your spellcasting ability modifier hitpoints a rotation if in combat, if out of combat every 1 minute, you may use this feature a number of times equal your Wisdom modifier a day before needing a short or long rest.
- Empowered Spells
At 5th level, your control over the aspects of time itself has made your spells more efficient, because of this your spells deal an additional 2 die of the same type of damage, healing effect, or support (such as the spell sleep), and in addition you are now able to suspend spells for up to 7 rotations instead of 3.
- Owl of Wisdom
At 8th level, through your work with time you've come to an understanding that the owl is one of the wisest creatures, and because of this you are able to summon an owlbear familiar, it has the same stats of an owlbear but in addition, it gains bonus hp equal to your level + spellcasting ability modifier and whenever it attacks a creature the creature must make a Wisdom save, and on a fail the creature loses or gains your choice years of life equal to 1d20 but keeps all memories. This bear stays summoned for as long as 6 hours and may be summoned twice a day.
- Time Lapse
At 10th level, you may choose up to 8 different creatures. All selected creatures must make a Wisdom save, and on fail all their actions require two actions, if they do not have two actions they must spend 2 rotations to do one thing, all swifts become one full action, and their movement speed becomes halved. This does not effect attacks, only things that take up entire actions.
- Historic Help
At 14th level You call upon the fabric of time for assistance with a creature that you had met in the past. You may make a wisdom save of their challenge rating minus your spellcasting ability modifier i.e let's say your spellcasting modifier is +8, the save would be for a pit fiend 20 - 8, you must pass a 12 to use this, in addition you don't add anything to the roll because you already used your spellcasting ability modifier, and summon a duplicate of that creature with the same abilities, knowledge, and weapons (if any) that you remember and have complete control over the creature, which stays with you until dispelled or until 12 hours pass. You may use this once a day.
- Time Wrath
At 16th level, Your mastery over time makes you the undisputed CONTROLLER of TIME! and because of this Whenever you use a time feature or spell against a creature that creature becomes marked for 1 round until the end of your next turn, all attacks against a marked creature deal an extra 5d12 damage of the same type the attack deals.
Chronomancer Spell List
- 1st Level Spells
- 2nd Level Spells
- 3rd Level Spells
- 4th Level Spells
- 5th Level Spells
- 6th Level Spells
- 7th Level Spells
- 8th Level Spells
- 9th Level Spells
Prerequisites. To qualify for multiclassing into the chronomancer class, you must meet these prerequisites: You must have 13 Wisdom.