Chrono-Manipulator (5e Subclass)

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Artificer Subclass

Upon Experimenting with technology and magic, you have invented a Time Manipulation Device, or TMD for short. This device allows you to manipulate time. While a rare few Artificers know how to create TMDs, a Chronurgy wizard or a tome stating so may also be a way to start your training

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Chrono-Manipulator spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Chrono-Manipulator Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Chrono-Manipulator Spells[edit]
Artificer Level Spell
3rd shield, catapult
5th locate object, blur
9th haste, slow
13th banishment, dimension door
17th negative energy flood, telekinesis
TMD, Time Manipulation Device[edit]

At 3rd level, you learn how to create a Time Manipulation device. Using Tinker's tools or Smith's tools, you can make a Time Manipulation Device from memory, and scratch. Since this technology is rare, no one else can use this device, besides other artificers with the same specialty. You can only have one TMD at a time with the previous TMD crumbling into metal bits because the magic it once had is gone. The TMD is your spell focus, and can be anything, but it is usually a Gauntlet type device.

you can Activate the TMD to cause an Impulse of energy to be fired as a standard action. A creature 15 feet from you, of your choice, must make a Dexterity, or a Constitution saving throw Against your spell save DC to either resist or dodge the pulse. On a failed save, the creature takes 1d10 Force damage and forced back 5 feet, and nothing happens if they succeed. This attack's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls, and you gain proficiency with martial weapons.


At 5th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature has a speed of 0, and is frozen. After each turn the creature can re roll it's save, breaking free of the magic on a successful roll

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Upgraded Matrix[edit]

Starting at 9th level, Your TMD gains more power.

  • you can use your reaction to slow or stop a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + your spellcasting modifier + half your artificer level.
  • Your TMD allows you to forcefully age a Creature. When you make an Impulse attack and you reduce their hit points to 0, you can age them to dust, you can make your choice after the Saving throw is made, but not after the roll is final. The saving throw is Wisdom. However you can do this equal to your proficiency bonus. These uses are replenished after 7 long rests minus your intelligence modifier as forcefully aging an enemy requires a lot of power.
Overcharged Matrix[edit]

Starting at 15th level, you're a master at using your TMD.

  • You can create reverts using Impulse, they are essentially zombies with the Senses of a Grimlock, however they are considered Aberrations. You must spend a spell slot to use this ability, this has the same requirements as forced aging. Be warned the Revert will attack friend and foe alike.
  • You can use Impulse to target two enemies within range instead one just one.
  • as an action you can spend a Spell slot to heal an ally 10 feet from you equal to 1d8 + your Intelligence modifier (Minimum of one). An additional D8 is added with every level past 1st (Example: using a 2nd level spell slot is 2d8 + your Intelligence modifier)
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