Chronolord (5e Class)

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Chronolord[edit]

Combining some features of various Chronomancers, Chronolords are the best of the best, bending time at their whim and altering the Timeline to their liking.


Quick Build

You can make a Chronolord quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity (if you want to be ranged) then Constitution. Second, choose the Sage background. Third, choose Dungeoneer's kit


Class Features

As a Chronolord you gain the following class features.

Hit Points

Hit Dice: 1d8 per Chronolord level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Chronolord level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons, martial weapons
Tools: Any one artisan tool
Saving Throws: Constitution, Intelligence
Skills: choose any 3 from Acrobatics, Arcana, Insight, Investigation, Historlastsd Medicine

Equipment

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

  • (a) Dungeoneer's pack or (b) Scholar's Pack
  • (a) Longsword or (b) Quarterstaff
  • (a) Leather armor or (b) Padded armor

Table: The Chronolord

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Time Armor 3 2
2nd +2 Astral Deity 3 3
3rd +2 Paradox 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Timewarp Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Multicast 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Timewarp Feature 6 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 Time Variant 6 4 3 3 3 2 1 1 1 1
18th +6 Timewarp Feature "Time Rewrite" 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Chronomaster 6 4 3 3 3 3 2 2 1 1


Spellcasting[edit]

At level 1, you know 3 Cantrips and 4 1st level spells from the Sorcerer, Wizard, or Chronomancer spell list of your choice.

Your spellcasting modifier is Intelligence.

Spell Save DC = 8 + Proficiency Bonus + Intelligence Modifier

Spell Attack Modifier = Proficiency Bonus + Intelligence Modifier

Learning Spells of 1st Level and Higher

Each time you gain a chronolord level, you can add two spells of your choice from the Sorcerer, Wizard, Warlock or Chronomancer spell list to your list of spells known.

Time Armor[edit]

Your form is not entirely solid, you constantly seem to flicker in and out of this plane. Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 13 + your Intelligence modifier.

Paradox[edit]

Starting at level 3, you gain the ability to alter events that happened recently. Using your 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 use this feature a number of times equal to your Intelligence modifier. You regain all uses after a long rest.

Ability Score Improvement[edit]

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. As normal, you can't increase an ability score above 20 using this feature. Apart from that, chronolords cannot use feats, so the ability score increase is mandatory.


Timewarp Feature[edit]

After reaching 6th level and again at 9th, 14th, 18th, you gain one feature from the Righteous, True and Corrupted Timewarps (more about these features on the Timewarp section bellow).


Multicast[edit]

Acting inside the vortex for so long has peaked the Chronolord's reflexes. Beguining at 10th level, the chronolord can now cast a third spell during a single action in his turn. Also, the Chronolord is granted a second reaction.

Being of Time[edit]

Spending most of your time in the Astral Plane, you have found yourself immune to the effects of time itself. At 11th level, you are no longer affected by old age, either natural or magical. You can also use a second bonus action during your turn.

Astral Walk[edit]

At 13th level a Chronolord can manipulate time at a molecular level. You can pause time for the particles at your feet allowing you to walk on air (functions similar to the levitate spell). You now have a fly speed equal to your movement speed and you can hover in place as long as you are conscious. Additionally, your movement speed is doubled and your are not hindered by the terrain. As a bonus action, the Chronolord can warp in a straight line (at any direction), up to a distance of his movement speed (in addition to his normal walking action). This is considered a spell-like ability.

Time Acceleration[edit]

When you reach the 15th Chronolord level, your time powers begin to overflow. Roll a d20 against a DC 10. If you succeed you can take another full turn right after this one. On a failed save, take 10d10 psychic damage. (You may use this ability again but for each additional attempt the DC increases by 2 to a maximum of 20. The strain on the body increases the psychic damage dealt on the Chronolord by 1d10 per failed attempt. This DC then resets after a short rest.)

Time Variant[edit]

Time is has become a relative matter for you now. At 17th level, Chronolords use half the time needed for a short/long rest. Also, you no longer need to eat in order to survive.

Timeline Rewrite[edit]

Chronolords that have reached 18th level can now manipulate a timeline to their liking. Altering the course of history, you can freely change a timeline not bound by the Timewarp path that you have chosen. Channeling their powers for 4 hours, a Chronolord can change the result of a major event in history and choose either a Righteous path, a True Path or a Corrupted path. You can use this feature once per long rest (this ability should be used with your DMs discretion).

Chronomaster[edit]

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. Twice per long rest you gain the ability to freeze time (it functions similar to the Time Stop spell).

Timewarps[edit]

Studying the course of time you have gained the ability to alter a timeline as you wish. Roll an Intelligence check with a DC of 10. On a success your can warp the flow of time and alter events that happened during said timeline. On a failure, you cannot use this ability until you finish a long rest.

Righteous Timewarp[edit]

Chronolords who walk the Righteous Timewarp strive to maintain the most positive timeline, they wish to create the best timeline for all living creatures. They focus on manipulating the astral energy to protect themselves and allies. Chronolords who follow this timeline are usually of the Lawful alignment.

WIP

True Timewarp[edit]

Those who walk the True Timewarp know that in order for life to continue advancing there must be balance in life and death, good and evil. The chronolords who follow this timeline aim to maintain balance, they focus on being able to manipulate the astral energy to damage and harm those who risk disrupting the timeline. These chronolords are often under the neutral alignment.

WIP

Corrupted Timewarp[edit]

Chronolords who tread the Corrupted Timewarp respect the chaotic nature of the time vortex itself. They gain their power from manipulating the vortex, which is a dangerous thing to meddle with. The vortex manipulation allows them to control others and to affect their minds. Chronolords who follow this timeline are often of Chaotic alignment.

WIP

Chronomancer Cantrips[edit]

Halt
Evocation cantrip
Casting time: 1 action
Range: 30 feet
Components: V,S
Duration: Instantaneous


You cease time in an area and compel it to create one of the following effects at a point you can see within range in a 5x5 square or target creature. (Choose one of the following effects):

  • One smaller creature that you choose must succeed on a Wisdom saving throw or be frozen in time for 30 seconds, the creature cannot move from his or her spot and can only make ranged attacks until the creature breaks out of this or until the time limit is over. Once you have reached the 10th level, this includes medium creatures
  • You create a small area that is capable of stopping projectiles,(if the projectile fails a Dexterity check, which is 1d20 vs a DC of 10), and flowing liquids..
  • Preserve a marking or text from decaying or being destroyed.
Bolt of Time
Evocation cantrip
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


A beam of energy with a blueish purpleish hue streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage and the next time that target takes damage, the damage die may be re-rolled and take the higher number between the two.

The spell's damage increases by 2d4 when you level up making it 4d4 at 5th level, 6d4 at 11th level, and 8d4 at 17th level.

Astral Light
Evocation cantrip
Casting time: 1 action
Range: Self
Components: S
Duration: Concentration


By gently waving your hand in a circular motion a stream of light sheds over the area that you do so in creating a trail of aurora, either on the wall or in the air. The astral energy is a light source that sheds dim light in a 10-foot radius from where you start the trail, the trail itself stays until dismissed or until 10 minutes have passed making the trail lose its light but shimmer in the air for up to 8 hours, you cannot see the shimmer unless you have a torch or some kind of light source other then magical.

Temporal Rift
Abjuration cantrip
Casting time: 1 action
Range: 120 feet
Components: S
Duration: 1 minute


You raise a free hand with an open palm towards the target as your turn your hand over a light blue orb starts to form in your palm. You then turn your palm back at the target and push towards it releasing the orb, it vanishes as it travels through the air and then appears around the target's feet. The floor around the target starts to continuously change age in a cycle of young to old to young again. The target must make a Constitution save if it fails the target's movement is halved.

Astral Barrier
Abjuration cantrip
Casting time: 1 Reaction
Range: Self
Components: S
Duration: Instantaneous


As you notice an attack heading towards you a Shield of Astral Energy forms between you and your attacker adding extra resistance to the weapon swing. Make a DC 15 Constitution check if you succeed, reduce the damage by 1d6. You may only do this once per combat. (2 times at 10th level, and 3 times at 17th level).

Vortex Gaze
Abjuration cantrip
Casting time: 1 action
Range: Line of sight up to 20ft
Components: S (must be visual?)
Duration: Instantaneous


Not many have seen what you have seen in the Astral Realm, you have seen cities form in seconds, creatures age in reverse you have even gazed into Time itself. The target is forced to look into your eyes and is shown an image of the Vortex itself. The target must make a wisdom save of 5 + your spell casting ability modifier, on fail the target is stunned until the start of your next turn.

Time Stride
Abjuration cantrip
Casting time: 1 action
Range: Up to your movement speed
Components: S
Duration: Instantaneous


You can slow time drastically for all other creatures but yourself. This allows you, and all designated targets up to 2 others to move while all other creatures are frozen in time as if you teleported. Before using this you must make a DC 10 Constitution save, each medium or small creature affected increase DC by 5. Passing the roll grants you the ability to disengage as a bonus action until the end of your turn, everyone who is also allowed to do so as an reaction. Does not work on creatures larger than medium. On a failed save take 1d12 psychic damage.

Chronomancer Spells[edit]

1st level spells[edit]

Spell Blade
1st-level Conjuration
Casting time: 1 action
Range: Self
Components: V, S
Duration: Concentration up to 1 hour


You conjure a blade of force in your free hand. The blade is similar in size and shape to a shortsword, and lasts for the duration.

If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action. You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties, and it deals 1d6 slashing damage on a hit. As a bonus action, you may cast a spell with a range of touch into the blade. The spell is held until it is released or the blade disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is affected as though you had cast the held spell on it

Riddle
1st-level Evocation
Casting time: 1 action
Range: Self (40-foot radius)
Components: V
Duration: Concentration, up to 1 minute


You call upon an extraplanar entity, an alien intellect or devious fiend, becoming a conduit for its power as you speak out a complex riddle. Creatures that cannot hear you or do not have a spoken language are unaffected; however a creature understands the riddle even if it cannot understand your language, so long as it has at least one spoken language. Until a creature answers the riddle correctly by succeeding on an Intelligence save, it is subject to the crushing otherworldly presence of the being whose power you have called upon. On a successful save, a creature takes 2d6 psychic damage from the brush of the vast otherworldly intellect. On a failed save, the creature becomes stunned for the duration. At the start of each of the creature’s turns before the spell ends, the creature takes 4d10 psychic damage, and can make another saving throw. On a successful save, the spell ends.

Revert Time
1st-level Evocation
Casting time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous


A creature you touch has its wounds revert back in time. That creature gains hitpoints equal to 2d8 + your spellcasting ability modifier. This spell as no effect on creatures that cannot bleed.

At Higher Levels. When you cast this spell using a spell slot of 2 or higher The healing increases by 1d8 for each spell slot above the first

Hush
1st-level Illusion
Casting time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 10 minutes.


Your footsteps and armor make no noise giving you advantage on stealth checks to avoid detection while moving.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the number of creatures you can target increases by 1 for each spell slot above the first.

Weight of 1000 Years
1st-level Divination (ritual)
Casting time: 1 minute
Range: 60 feet
Components: V, S, D
Duration: Instantaneous


You close your eyes and focus on the Vortex of Time condensing the memories of the past millennia into a single thought. When you open your eyes you gesture above the target and then snap your hand down as all these thoughts and memories are solidified and is forced upon the target. The target is hit with agonizing mental damage, they take Psychic Chrono-damage (The number of dice rolled for your hit-points I.E. if your level 3 wizard, you deal 3d8 damage, or if your a level 3 wizard and level 2 sorcerer you deal 3d8 damage, choose the highest class level if you are multi-classed) and must make a Strength save or be made prone.

Rift Balance
1st-level Abjuration
Casting time: 1 Action
Range: 30 feet
Components: S, D
Duration: Instantaneous


Chronomancers are tasked with keeping balance in the Astral Plane, whenever you remove something, something must take its place. You raise your hand at the target as the targets Astral energy flows out of them and to your hand, you then raise your other hand at another target and the energy flows through both your hands and the Astral energy passes from your second hand into the second target. The first target must make a Constitution save or take Necrotic Chrono-damage (The number of dice rolled for your hit-points I.E. if your level 3 wizard, you deal 3d8 damage, or if your a level 3 wizard and level 2 sorcerer you deal 3d8 damage, choose the highest class level if you are multi-classed), you can then heal another target by the same amount of damage of your choice, you cannot choose yourself.

Summon Astral Beast
1st-level Conjuration
Casting time: 1 minute
Range: 10 feet
Components: S, V, D
Duration: Instantaneous


As you close your eyes and reach one hand out in front of you, you speak the Astral words for Beast, and Astral. Blue Astral Energy sparks from your hands and the surrounding area as a small dog like form materializes in an empty space in front of you. The Astral Beast has the statistics of a Blink Dog with 20 hit points.

The Astral Beast remains with you until its hit points reach 0 or you choose to release it. When you release it or it dies, it releases a flash of harmless Astral Energy and vanishes. You can cast this multiple times and have multiple Astral Beasts at your service.

The beast acts independently of you and rolls its own initiative in combat. As an additional action you can look through its eyes and gain any other special senses the beast has. You can also cast spells through the beast as if it had cast it.

Eyes of Time
1st-level Divination (ritual)
Casting time: 1 minute
Range: Self
Components: S, V
Duration: Concentration, up to 1 minute


After requesting assistance from the Lord of Time you temporarily have access to the knowledge of the entire history of this world. For the duration of the spell you can accurately recall any fact from the world’s history and make Intelligence (History) checks with advantage, if you fail a history check while using this you know the very basics of whatever you were attempting your history check on.

2nd level spells[edit]

Clockwork Sphere
2nd-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a small cogwheel and a hand of a watch)
Duration: Concentration up to 1 minute


A 5-foot-diameter sphere of clockwork appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5-feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 force damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5-feet tall and jump it across pits up to 10-feet wide. The sphere sucks in loose small objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and minutes is increased by 1 for each slot level above 2nd

Reflexive Shot
2nd-level Evocation
Casting time: 1 reaction, taken when any creature within 30 ft of you moves, and would provoke an attack of opportunity were you just adjacent to them
Range: self (30 feet)
Components: V
Duration: Instantaneous


You react to anothers movements, preparing a deadly shot. Make a single attack, with a ranged weapon you are holding, against the creature which provoked an attack of opportunity. That creature takes an additional 3d6 damage of your weapons damage type

Eyes of Fate
2nd-level Divination
Casting time: 1 minute
Range: Self
Components: S, V
Duration: Concentration, up to 1 minute


After requesting assistance from the Lady of Fate you temporarily have access to the knowledge of the intentions of all the people in this world. For the duration of the spell you can accurately tell what a creatures intentions are and cannot fail Wisdom (Insight) checks.

Ancient Path
2nd-level Illusion
Casting time: 1 action
Range: Self
Duration: Concentration up to 1 hour


You wave your hand across the footprints behind you as you encourage the time around them to speed up leading to complete cover of the footprints. Once this spell is cast you and everyone within 30 feet of you cannot leave footprints or any other scent, it is impossible to track you.

Ancient Tether
2nd-level Divination
Casting time: 1 action
Range: Touch
Components: S
Duration: 24 hours


Closing your eyes you feel the Astral lay lines flowing all around you. Opening your eyes your reach forward and touch an object or a creature and attach a lay line to the object. While this spell is active, you can always find your way back to mark by following the Astral lay lines flowing from it to you.

At Higher Levels. When you cast this spell using a spell slot of 4 or higher the duration increases by 24 hours per two spell slots above 2nd.

3rd level spells[edit]

Time Bomb
3rd-level evocation
Casting time: 1 action
Range: 150 feet
Components: V, S, M (a small cogwheel)
Duration: Instantaneous


A bright streak flashes from your pointing finger to a point you choose within range in which you set a invisible time bomb which then blossoms with a low roar into an explosion of arcane when activated. In a location in which you set up to 150 ft away, you may place a small cogwheel which is normally unable to be seen by the naked eye (creatures may make a perception check of 17 to spot this) with a fuse of up to 10 minutes or with a activation of when someone passes by it's radius or on command, each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw. A target takes 6d6 force damage on a failed save, or half as much damage on a successful one.

The explosion spreads around corners. It sucks in loose objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Bonesword
3rd-level Transmutation
Casting time: 1 action
Range: Self
Components: V, S, M (One bone, which the spell consumes)
Duration: Concentration, up to 10 minute


A bone, held in your free hand, becomes a shortsword, longsword or greatsword. It lasts for the duration and then crumbles to dust. Anyone may use the bonesword, and it is a magic weapon. While weilding the bonesword, you are proficient with it. It deals an extra 2d6 damage against living creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing) or necrotic damage

Column of Time
3rd-level Abjuration
Casting time: 1 Round
Range: Self
Components: S, V, D
Duration: 1 hour


You raise your hand and open it up towards the sky as Astral Runes start to form around your feet. You create a cylinder of radius 10 feet and height of 20 feet around where you are standing, you control the Flow of Time in this Column. Select one of the following types of creature; celestials, elementals, fey, fiends, or undead. The Column of Time affects the creature in the following ways:

- The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

- The creature has disadvantage on attack rolls against targets within the cylinder.

- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

At Higher Levels. when you cast this spell using a spell slot of 4th level or higher, you can select one additional type of creature for each spell slot level above 3rd.

Astral Guardian
3rd-level evocation
Casting time: 1 action
Components: V, S
Duration: Concentration, up to 1 minute


Calling for assistance from the Astral Plane an ethereal apparition of a Guardian Form Chronomancer materialises in front of you in a 10x10 area. The apparition will not attack any friendly creatures however, any hostile creatures that move through the apparition's space must make a Dexterity saving throw, taking psychic damage (The number of dice rolled for your hit-points i.e if you are a level 3 wizard, you deal 3d8 damage, or if your a level 3 wizard and level 2 sorcerer you deal 3d8 damage, choose the highest class level if you are multi-classed) on a failed save or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.

Accelerate Self
3rd-level Abjuration
Casting time: 1 action
Range: Self
Components: V, D
Duration: Concentration, up to 1 minute


Uttering the Astral words for Time and Accelerate you feel your own localised time field speed up, to you the world seems to be moving at a snail’s pace. Feeling this shift in speed, your movement speed is doubled for the duration and you gain an additional action.

Accelerating Sphere
3rd-level Abjuration
Casting time: 1 action
Range: 5 feet radius centred on the caster
Components: V, D
Duration: Concentration, up to 1 minute


Uttering the Astral words for Time and Accelerate and Other you slam your *Astral Weapon* into the ground as everything near you seems to speed up the remainder of the world flowing slowly in comparison. All creatures, other than yourself, within the radius of the spell double their movement speed and gain an additional action as well as advantage on Dexterity saving throws.

4th level spells[edit]

Bane Shot
4th-level Transmutation
Casting time: 1 Bonus action
Range: Touch
Components: V, S
Duration: 2 rounds


You touch a ranged weapon that uses ammunition, infusing it with the power of time. For the duration, when you attack with the weapon and hit, the target must make a Constitution saving throw. It takes an extra 5d6 piercing damage on a failed save, or half as much on a successful one.

Aura of Fate
4th-level Abjuration
Casting time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: 3 rounds


Uttering the Astral words for Fate and Heal you slam your Astral Weapon into the ground and a light-blue aura radiates from the ground. The Astral Energy within the sphere flies to the open wounds of any friendly creatures near by.

Roll your Hit Die a number of times equal to your level I.E. lets say your a level 7 cleric, You would roll 7d8, all friendly creatures, other than yourself, within the radius of the spell gain hit points equal to your roll each of your turns for the duration of the spell.

Split Causality
4th-level Illusion
Casting time: 24 seconds
Range: 60 feet
Components: S, V
Duration: Instantaneous


Using the Astral Energy that flows around all creatures you can temporarily split the conscious mind from the instinctual mind. All creatures within a 10-foot radius of a point in range must make a Wisdom saving throw, any creature that fails its save must on its next turn attack the closest creature to it, friend or foe. If a creature fails the save it use its an action to break the spell by taking Psychic damage equal to your level in hit die, I.E. if your a level 7 wizard it would be 7d8

Veil of Compressed Time
4th-level Abjuration
Casting time: 12 seconds
Range: Self
Components: S, V
Duration: 1 hour


Closing your eyes and outstretching your arms and muttering a few Astral words an blue glow envelops your entire body, this extra layer constantly shifts to where any impact is found. When a weapon successfully hits the veil it releases a small amount of stored energy in a miniature explosion.

Once this spell has been cast, your AC increases by 5 additionally, once you have been hit the target must make a Constitution saving throw or it takes Force damage equal to your level in hit die I.E. your a level 7 wizard, you deal 7d8. The damaging effect can only be used once per round.

At higher levels, When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by an additional hour for each spell slot level above 4th.

Astral Release
4th-level Evocation
Casting time: 1 reaction, which you take in response to being dropped to 0 or fewer hit points by any creature
Range: Self
Components: S, V
Duration: Instantaneous


With your last conscious breath you mutter the Astral words for explosion and end and as your vision fades to black Remember you can only use this when you are at 0 hitpoints, once you use this, you cannot use this again until you have atleast 1 hitpoint and your brought back down to 0 or less then. Your body suddenly erupts with a vast amount of energy damaging any creature within a 15-foot radius of you.

All creatures within 15 feet of you must make a Wisdom or Dexterity saving throw (creatures decision), all creatures that fail the save take double your level in force damage I. E. say your level 7 wizard, you deal 7d8 damage, half if a successful save is made.

At higher levels, When you cast this spell using a spell slot of 7th roll tripled, or 9th level slot roll quadrupled

5th level spells[edit]

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Enervation
5-level Necromancy
Casting time: 1 action
Range: 25 feet
Components: V, S
Duration: Instant


Drains hit points equal to your hit dice.
You fire a ray of necrotic energy at the target. If it fails a Constitution save, it loses hit points equal to the maximum number of your hit dice (I.E. if you are a level 9 Choronolord you deal 9d8) multiplied by 1D4, if it succeeds, divide the end result in half. If the target's hit points is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell. Number of Dice is equal to your level. E.G. if a level 13 Chronolord casts this spell they deal 13d8 time a 1d4.

Astral Communication
5th-level Divination
Casting time: 1 minute
Range: Self
Components: S, V
Duration: 1 minute


You split a gateway to the Astral Plane and standing on the other side are the Twins of the Astral plane, they bow gently awaiting your questions Contacting this extra planar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failed save, you can't will the gateway to remain open so it snaps close and dispels some Astral Energy you take Psychic damage equal to your Psychic damage equal to your classes level, i.e. a level 9 wizard that fails the roll takes 9d8 necrotic damage

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Time Trap
5th-level Evocation
Casting time: 1 action
Range: 120 feet
Components: S, V
Duration: Concentration, up to 10 minute


Raising your hand and pointing an open palm at a target in range you mutter the Astral words for Time, Stop, and Trap as a dome of Astral Energy forms around your target, time within the dome has stopped flowing. The hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the sphere cuts through a creature’s space when it appears, the creature is pushed to one side of the sphere (your choice which side).

All enemy creatures within the sphere must make a Wisdom saving throw, on a failure the creature is stunned. The creatures may make another save at the start of each turn it is trapped in the sphere. The sphere is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. On success they may just walk through the wall.

Astral Entity
5th-level Abjuration
Casting time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute


You close your eyes and focus on the Astral Energy around you as your form slowly starts to dissipate in blue flashes until you completely leave the material plane. You turn invisible and cannot be damaged, you remain in this state until you choose to take an action to dispel it or the spell ends. You cannot attack while in this form additionally only creatures with truesight can locate your position they can still not damage you however.

6th level spells[edit]

Woeful Stab
6th-level conjuration
Casting time: 1 bonus action
Range: Self
Components: V, S, M (one dagger, which the spell consumes)
Duration: Concentration, up to 1 minute


A dagger in the back might hurt for some time, but the pain of a woeful dagger never ends. You conjure a woeful dagger in your free hand, which lasts for the duration.

You are proficient with the woeful dagger and you may use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using it. It deals 2d4 piercing damage and is a magic weapon.

Once during the spell's duration, when you hit a creature with the woeful dagger, you can make a woeful stab. The creature you hit must make a Charisma saving throw. On a failure, you deal an extra 10d10 psychic damage and the target has disadvantage on saving throws for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns in an attempt to end the effect.

To Ashes
6th-level Evocation
Casting time: 1 action
Range: Self
Components: S, V
Duration: Instantaneous


Closing your eyes and reaching a hand forward towards a target within range you mutter the Astral words for Time, Accelerate, and End as dark blue light beams out of your hand towards the target Dexterity or Constitution save (its choice) on a failed save the target takes Psychic damage = 3 x your level die equal to your level in hit die I.E. your a level 11 wizard, you deal 11d8 an additional 40 Acid damage.

If this brings the target to 0 Hit points they are disintegrated and turned into ash. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the additional Acid damage increases by 5 for each slot level above 6th. (E.g. at 7th level you do 4 x level dice + 45 damage)

7th level spells[edit]

Delayed Blast Time Bomb
7th-level Evocation
Casting time: 1 action
Range: 150 feet
Components: S, V, M (a small cogwheel)
Duration: "Concentration, up to 4 minute"


A beam of white light flashes from your pointing finger, then slowly goes away as a small bead floating in the air up to 5ft or on the ground (can be found with a perception dc 13). When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an vortex that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes force damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 8d6 Force and. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to create a blackhole that causes the spell to be casted right where it was touched that sucks everything inside of it destroying any objects that enter and dealing damage to creatures within the radius. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The explosion damages objects in the area and moves light to moderately weighted objects that aren’t being worn or carried.

Astral Shift
7th-level Conjuration
Casting time: 1 action
Range: Touch
Components: S, V
Duration: Instantaneous


Uttering the Astral words for Gate, and Astral you and up to eight willing creatures who link hands in a circle are transported to the Astral plane of existence. You appear in a temple which has 19 different coloured gates allowing you to travel to any other plane. You know what colours lead where.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature transported must find its own way back to your current plane of existence.

Time Restoration
7th-level Abjuration
Casting time: 1 round
Range: Self (30-foot cube)
Components: S, V
Duration: Concentration


You utter the Astral words for Time, Rewind, Restore, and Life as you raise your hand to the sky. Blue energy starts to flow into the dead body of any creature your wish to resurrect. This spell takes multiple rounds of concentration for each round you continue to concentrate on controls the outcome of the dead creature;

- 1 round: On the following turn after you cast this spell all the creatures that you wish to resurrect are brought back to 1 hit point, you gain one point of exhaustion.

- 2 rounds: If you concentrate on this spell for another round after it has been cast all the creatures are now returned to half hit points however, you gain two point of exhaustion.

- 3 rounds: If you concentrate for 3 rounds all the creatures are brought to full hit points however, you gain three points of exhaustion.

At higher levels, When you cast this spell using a spell slot of 8th level or higher, the number of rounds taken for a full restoration is decrease by 1 as well as the level of exhaustion for each slot level above 7th.

8th level spells[edit]

Rip Through Time[edit]

8th level Chronomancer.

Casting Time: 1 action

Range: 150 feet

Components: S, V

Duration: Instantaneous

Portals to other timelines rip open in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 9d8 psychic damage and is immobilized for 1 minute. On a successful save, it takes half as much damage and isn’t immobilized by this spell. Adventurers and explorers have advantage on this saving throw. A creature immobilized by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer immobilized. This spell also sucks away any darkness in its area that was created by a spell

Rapture[edit]

8th level Chronomancer.

Casting Time: 1 action

Range: 60 feet

Components: S, V, D

Duration: 1 minute

You summon your Astral weapon and strike it diagonally down in front of you muttering the Astral word for Rapture. At a point you select within range a rip in the Time Vortex appears bleeding pure Astral Energy in a 30-foot long, 10-foot wide line or a sphere of 20-foot radius, the sphere or the line remains until the end of the spells duration.

This area is now considered difficult terrain, any creature that starts or ends its turn in the Vortex must make a Wisdom saving throw on a failed save the creature is afflicted with short term madness for 1d10 minutes. If a creature already has short-term madness he now has long-term madness for 1d10 x 10 hours and if a creature already has long-term madness he or she is made indefinitely mad (Ask the DM to roll from the madness tables on page 259-260 in the Dungeon Masters Guide).

9th level spells[edit]

Quantum Shift[edit]

9th level Chronomancer.

Casting Time: 1 Action.

Range: 1 mile

Components: S, V

Duration: Instantaneous

You force open the strongest rip in time creating an aging vortex for any enemy inside its area. All enemies within a 100-foot-radius sphere centered on a specific target must make a Wisdom saving throw. The sphere spreads around corners. A creature takes 25d6 force damage and 25d6 necrotic damage on a failed save, or half as much on a successful one. After the damage has been dealt, every enemy that took damage from this spell must make another Wisdom saving throw. On a failed save, the creature’s Wisdom and Charisma scores become 1. The creature can’t cast spells or activate magic. The creature does not understand where it is or what happened and is now a purely neutral alignment. This spell damages objects in the area and any loose light items get sucked away into a timeless void.

Pillars of Time[edit]

9th level Chronomancer.

Casting Time: 1 round.

Range: 120 feet

Components: S, V, D

Duration: Instantaneous

You chant the Astral words for Time, Fate, Epoch, Aeon, Young, and Old as you wave your hand in the direction which you are casting the spell at. A 20-foot radius circle appears, surrounded by 6 pillars, centred at a point within range, every creature within this 20-foot circle must make a Wisdom saving throw on a success the creature is considered restrained, on a failure the creature must roll a d6 and suffer an effect described by that number:

1: Time

The creatures' time seems to flow slowly while everything else continues at its normal rate. The affected creature's speed is halved and can only take one action in a turn (i.e. it can move or attack) for rounds equal to your Intelligence modifier. The creature also takes your Chrono Dice of damage.

2: Epoch

The creature is ripped through time to the start of the Universe, it experiences the mass release of energy that surges through its body, it takes 30d6 radiant damage.

3: Young

The creatures body is forced through a rapid de-aging process, it rolls a d4 the following effects happen depending on the number rolled

1-2 The creature is aged to Young (-1 to all mental skills, +1 to Dexterity)

3-4 The creature is aged to Child (-2 to all mental skills, +2 to Dexterity)


4: Old

The creatures body is forced through a rapid aging process, it rolls a d4 the following effects happen depending on the number rolled

1 The creature is aged to Middle Age (-1 to all physical skills, +1 to all mental skills)

2 The creature is aged to Old (-2 to all physical skills, +1 to all mental skills)

3 The creature is aged to Venerable (-3 to all physical skills, +2 to all mental skills)

4 The creature is aged to Maximum age, it must make a constitution save on a fail the creature has died of old age.

5: Aeon

The creature is petrified and must make a Constitution saving throw, on a failure the stone form of the creature weathers and cracks up falling to the floor in multiple parts.


6: Fate

The creature gets a glimpse at its end, the creature is now frightened and must now make an Intelligence saving throw, on a failure the creature takes 30d6 necrotic damage or half as much on a success.

Planar Superposition[edit]

9th level Chronomancer.

Casting Time: 5 Rounds.

Range: 50 feet radius centred on caster.

Components: S.

Duration: Instantaneous

You close your eyes and extend your arms by your sides you start to levitate 20 feet into the air. A circle of light blue Astral Energy forms centred on you. The land in the circle starts to shift and change as the part of the Astral Plane breaks into the current Plane of Existence once the Astral plane fully breaks through, with a pulse of energy a sphere expands out of you and all hostile targets within the Astral Plane are rapidly aged to dust. You then return to the original Plane of Existence and the Astral Plane starts to fade.

When you use this ability, you can bring a small section of the Astral Plane into the current Plane of Existence. All hostile creatures within the radius must make a Constitution save. On a failed save, if the creature has less than 50 hit points they are reduced to 0 hit points, if the creature has more than 50 hit points they take 10d10 damage. Half damage on a successful save.

This ability is treated like a spell, for all intents and purposes (i.e. can still be counter spelled) but it does not expend a spell slot and cannot be prepared.

Severed Rift[edit]

9th level Chronomancer.

Casting Time: 5 rounds.

Range: Self

Components: S.

Duration: Instantaneous

You feel the Astral Energy flowing through every ounce of your body, your weapons glow with a fierce blue light. You feel the deities empowering your weapon, each attack you make during the casting time has advantage and all Chrono damage you do is doubled. Each strike you make leaves the target with a rift cut into them, Rift marking them.

For rounds 1-4 of the casting time you continue your turn as per usual but every target you hit become marked. These marks can be stacked by hitting the same target multiple times. On the final round of the casting time you slam your weapon down to the ground, on doing so the ground splits open and sends arcs of rift energy towards each marked target. Every marked target much make a Strength or Constitution saving throw (targets choice) DC 20 however, for each mark a target has above 1, the DC increases by 2. On a failure, if the marked creature has less than 50 hit points is reduced to 0 hit points, else the target takes 5d10 + 1d10 per Rift mark on the target and is restrained for 2 rounds. Half damage on a made save and target is still restrained.

This ability is treated like a spell, for all intents and purposes (i.e. can still be counter spelled) but it does not expend a spell slot and cannot be prepared.

Multiclassing[edit]

This class cannot be multiclassed.


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