Chronomancer (5e Subclass)
School of Chronomancy[edit]
Wizard Subclass
Your magic has revealed to you the secrets of time itself. You have devoted your studies to better controlling and mastering time. Few are able to find this path and fewer still succeed in it. To master this school is to understand the fabric of the universe beyond that of the realms of magic.
- Rush
Beginning when you select this school at 2nd level, you learn to accelerate time around yourself causing the world to appear slower in comparison. As a bonus action, you enter a state of Rush for 1 minute. You may end this effect at any time as a bonus action.
While Rush is active, your speed is increased by 20. You also gain advantage on Dexterity saving throws and melee attacks, and attacks against you have disadvantage. You cannot use this feature again until you finish a short or long rest.
At 6th level, increase the duration to 2 minutes and your speed is increased by 30. At 10th level, the duration increases to 3 minutes and your speed is increased by 40. At 14th level, the duration increases to 4 minutes and your speed is increased by 50.
- Time Armor
At 2nd level your form is not entirely solid, you constantly seem to flicker in and out of this plane. Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 13 + your Intelligence modifier.
- Timekeeper
Starting at 2nd level, you have developed an innate sense of the flow of time around you. You always know the time, date and year of where you are located. As an action, you can detect any distortions in time within a 60-foot radius of where you are standing. This ability is not blocked by physical obstructions, though it cannot reach past magically created barriers such as a wall of force or a tiny hut.
At 6th level, the range of this ability increase to 120 feet. At 10th level, the range of this ability increase to 240 feet. At 14th level, the range of this ability increases to 1 mile.
- Shelter of Time
Beginning at 6th level, the amount of time you need to rest is reduced by half (30 mins / 4 hours). This feature stacks with other sleep-related effects and features.
- Time Acceleration
When you reach the 6th Chronolord level, your time powers begin to overflow. At the end of your turn, you can choose to make a DC 15 Intelligence saving throw. If you succeed, you can take another full turn right after this one. On a failed save, you take 10d10 psychic damage.
After each success the DC increases by 5 and the failure damage increases by 2d10. The DC and the damage resets after completing a long rest.
At 10th level, halve the time you need to rest again (15 mins / 2 hours). At 14th level, halve the time you need to rest again (8 mins / 1 hour).
- Time Step
At 10th level, for your movement action or dash action you take a step out of time and move up to your remaining movement, then come back into the present (essentially teleporting). You may teleport into an unoccupied space up to your movement speed two times per short rest.
At 14th level, you may dash as a bonus action and teleport 4 times per short rest.
- Time Weapon
Starting at 14th level, you can use your action to make a weapon out of solidified time in your empty hand that can deal damage and age your opponents. You can choose the form that this weapon takes each time you create it. You are proficient with it when you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your time weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your time weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your time weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your time weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
When you attack with this weapon, deal the normal damage for a weapon of its type plus 10 force damage. Roll a 1d10 upon a hit and your target ages that many years on a failed Constitution saving throw against your spell DC.
Optional Features[edit]
To personalize your Wizard and fully commit to the Chronomancer, here are presented some optional features, that replace your core wizard features. With the authorization of your DM, you can replace one, or all, of your Wizard features by the optional feature of correspondent level.
You can only choose these features after choosing the Chronolord subclass.
Paradox (Replaces Arcane Recovery)
Starting at 1st level, you gain the ability to alter events that happened recently. Using your reaction, you may reroll any ability check you or a creature within 30 feet has just rolled and the result of the first roll cannot be used. You may use this feature a number of times equal to half your Wizard level (rounded up). You regain all uses after a long rest.
Chronomaster (Replaces Spell Mastery)
Reaching the peak of your powers, you have become time itself. The Gods of Time have granted you with the gift of Ultimate Time Manipulation. Starting at 9th level, you gain an additional 9th level spell slot, that can only be used to cast the spell time stop.
In addition, you add the time stop spell to your list of spells known, you don't already know it.
Timeline Rewrite (Replaces Signature Spells)
You can now manipulate a timeline to their liking. Altering the course of history, you can freely change a timeline from your past. Whenever you fail a saving throw, ability check or attack roll, or whenever a creature succeeds on a saving throw against your, you can choose to instantly succeed, or cause the creature to instantly fail.
Once you use this ability, you can't use it again until you finish a long rest.
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