Chronolord (5e Class)

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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.

Creating a Chronolord[edit]

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


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, History, and lastly Medicine.


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


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 10 + your Dexterity modifier + your Intelligence modifier.


Starting at level 3, 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 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]

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. 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).


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.

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, you 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).

Time Acceleration[edit]

When you reach the 15th Chronolord level, your time powers begin to overflow. At the end of your turn, you can choose to make a DC 14 intelligence check. If you succeed you can take another full turn right after this one. On a failed save, take 10d10 psychic damage. After each success the DC increases by 2 and the failure damage increases by 2d10. The DC and the damage resets after compleating a long 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 from your past. Channeling your power for 8 hours, a Chronolord can change the result of a major event in history. You can use this feature once per long rest (this ability should be used with your DMs discretion).


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).

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.

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.

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.

Chronolord Spell List[edit]


halt, bolt of time, temporal rift, astral barrier, vortex gaze, time stride, astral light

1st Level Spells

spell blade, revert time, hush, weight of 1000 years, Rift Balance, summon astral beast, eyes of time, riddle

2nd Level Spells

clockwork sphere, reflexive shot, eyes of fate, ancient path, ancient tether

3rd Level Spells

time bomb, bonesword, column of time, astral guardian, accelerating sphere, accelerate self.

4th Level Spells

bane shot, aura of fate, split causality, veil of compressed time, astral release

5th Level Spells

enervation, astral communication, time trap, astral entity

6th Level Spells

woeful stab, to ashes

7th Level Spells

delayed blast time bomb, astral shift, time restoration

8th Level Spells

rip through time, rapture

9th Level Spells

quantum shift, pillars of time, planar superposition, severed rift


This class cannot be multiclassed.

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