Chronomancer, 1st Variant (5e Class)

From D&D Wiki

Jump to: navigation, search

Chronomancer[edit]

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[edit]

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.

Class Features

As a Chronomancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Chronomancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Chronomancer level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons, daggers, quarterstaffs, light crossbows
Tools: Any one artisan tool
Saving Throws: Wisdom, Intelligence
Skills: Choose any 3 from Acrobatics, Arcana, Insight, Investigation, History, and 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) Two daggers or (b) Quarterstaff
  • (a) Scale mail or (b) Leather Armor
  • (a) Shield or (b) Club
  • (a) Light crossbow or (b) Shortbow

Table: The Chronomancer

Level Proficiency
Bonus
Features Fate Points Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Suspending the Aether , Spellcasting 1 2 4 2
2nd +2 Chronal shift , Temporal Awareness 2 2 6 3
3rd +2 Timely Path 3 2 8 4 2
4th +2 Ability Score Improvement, Time breacking 5 2 10 4 3
5th +3 Timely Path 6 2 10 4 3 2
6th +3 Momentary Stasis 7 2 12 4 3 3
7th +3 Butterfly Effect 8 2 12 4 3 3 1
8th +3 Ability Score Improvement, Arcane Abeyance 10 3 14 4 3 3 2
9th +4 Fast motion 11 3 14 4 3 3 3 1
10th +4 Timely Path , Time lord 12 3 14 4 3 3 3 2
11th +4 Fate recovery 13 3 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 15 3 16 4 3 3 3 2 1
13th +5 Saving Time 16 3 16 4 3 3 3 2 1 1
14th +5 Greater Fast Motion 17 3 18 4 3 3 3 2 1 1
15th +5 Slow motion 18 3 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 20 4 18 4 3 3 3 2 1 1 1
17th +6 Supreme Chronomancy 21 4 20 4 3 3 3 2 1 1 1 1
18th +6 Timely Path 22 4 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 25 4 20 4 3 3 3 3 2 1 1 1
20th +6 Undo Timeline 30 4 20 4 3 3 3 3 2 2 1 1


Suspending the Aether[edit]

Starting at 1st level, you have fate points equal to the fate point chart listed above. You regain expended fate points upon finishing a long rest. When a creature within 60 feet of you, that you can see is casting a spell, you may spend a fate point as a free action and suspend that one spell for one round of combat. You may not use this feature more than once on a single creature. In addition, any spells cast by you can be suspended. A suspended spell doesn´t take effect until it is no longer in such state, and an antimagic field touching the area of the origin of such will still have it´s effects on it. A suspended spell will take its effect from where it was casted, no matter the caster´s position or current state.

At 16th level, you are able to prolong the effect of this feature by performing an arcana check with a DC of 10 + (the spell level multiplied per two point five rounded up); For example, an enemy wizard casting a time stop spell, which is a level 9 spell, would require you to succeed on a DC33 (10+23(which is 9x2.5=22.5=23) arcana check. On a successful check, the effects of this feature last for 1d4+your proficiency modifier; suspending them in this way requires your concentration.

Spellcasting[edit]

As a conduit for temporal power, you can cast chronomancer spells.

Cantrips
At 1st level, you know Two cantrips of your choice from the Chronomancer spell list. You learn additional chronomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chronomancer table.

Spell Slots
The Chronomancer table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you are a 3rd-level Chronomancer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the chronomancer spell list.
The Spells Known column of the Chronomancer table shows when you learn more chronomancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn two new spells of either 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the chronomancer spells you know and replace it with another spell from the chronomancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Wisdom is your spellcasting ability for your Chronomancer spells. The power of your spells comes from your connection to the multiverse. You use your Wisdom whenever a Chronomancer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Chronomancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Chronomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a Divining Rod, Crystal, or Orb as a Spellcasting Focus.

Chronal Shift[edit]

At 2nd level, you may spend one fate point so you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

Temporal Awareness[edit]

Starting at 2nd level, you can add your Wisdom modifier to your initiative rolls.

Timely Path[edit]

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; this choice grants you benefits when you choose them, and again at levels 3, 5, 10 and 18.

Ability Score Increase[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. You cannot increase an ability score above 20 using this feature.

Time breaking[edit]

Starting at level 4, whenever you use a spell from the Chronomancer spell list, you may add your Wisdom modifier + proficiency bonus to the damage rolls

Premonition[edit]

Starting at level 5th, every time you finish a long or short rest, you must roll 3d20 and save the results as you premonitions, after you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can change the roll with any of the premonitions, then you lost all your premonitions.

Momentary Stasis[edit]

When you reach 6th level, as an action, you may spend three fate points to magically force a 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 is incapacitated and has a speed of 0.

Butterfly Effect[edit]

Sometimes the smallest possible action ripples across space and time affecting the rise and fall of kingdoms unknown to anyone but the gods of time and the wizards who study them. Starting at 7th level, you have learned to manipulate these ripples in small but meaningful ways.

When you see a creature roll a 1 or a 20 on the d20, you can use your reaction and a fate point to turn that roll into 2 or 19. After you use this feature , you gain a butterfly mote represented by a small ethereal butterfly fluttering around you. You can have a number of motes equal to your Wisdom modifier and these motes last until you take a short or long rest .

After you or a creature you can see within 60 feet of you makes an attack roll or a saving throw, you may expend one of your butterfly motes to treat that roll as a critical hit.

Arcane Abeyance[edit]

At 8th level, after you or a creature you can see within 60 feet of you cast a spell using a spell slot of 4th level or lower, you can use two fate point to condense the spell's magic into a magic mote. The spell is frozen in time at the moment of casting and held in the mote for 1 hour, then it comes flying to you. This mote is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the mote is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the mote can use its bonus action to release the spell within, whereupon the mote disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a mote with this feature, you can't do so again until the first mote dissapears, otherwise the first mote will dessapear.

Fast motion[edit]

At 9th level, as an action you can cast the spell haste whithout using a spell slot, you regain this feature upon finishing a long rest. At level 13 this feature gets replaced with Greater Fast Motion.

Time lord[edit]

At 10th level, Whenever someone affects the time with a feature or a spell, you are aware of it, and if it´s in the same plane as you, you know the exact position of the time anomaly and of the time influencer for a week. Additionally, if you see a creature trying to alter time with a spell, as a reaction or action, you can spend a fate point to deal 1d12 points of force damage. You can spend additional fate points so the target receives 1d12 points of force damage per turn per fate points spent.

Fate recovery[edit]

Starting at 11th level, you can regain half of your expended Fate Points after a short rest.

Saving Time[edit]

Starting at 13th, you can use cantrips as a bonus action.

Greater Fast Motion[edit]

At 14th level, as an action you can cast the spell haste up to 3 creatures whithout using a spell slot, you regain this feature upon finishing a long rest.

Slow motion[edit]

Your notion of time begins to rises and your reaction does as well, begining at level 15th, select up to 4 creatures you can see within 30 feet, they have advantage on initiative rolls and they cant be surprised.

Until the end of your first turn of each combat, your speed is doubled, gain advantage on saving throws, and gain an additional action.

Supreme Chronomancy[edit]

Once reaching level 17, you gain supreme domain upon the delicate time flow over reality. Spending ten fate points you are able to cast the "time stop" spell as a free action without expending spell slots, following its other rules. Additionally, you may spend three fate points as a bonus action while in the effects of this spell, to obtain one of the following benefits:

Time dilation. you extend the effects of the "time stop" spell for other 1d4 rounds.

Time bubble. you choose a point that you can see, in there, spawns a 30ft magical sphere where time is unaffected by the "stop time" spell.

Time inclusion. A creature that you can see is now under the same rules as you, as if he has casted the time stop spell.

Undo Timeline[edit]

Once reaching level 20, you may spend thirty fate points to make a time-change; you may rewind time up to one day, and only you and 10 other creatures may remember it (your choice), as well as someone who sees you casting this feature, who can make a wisdom saving throw so he doesn't forget a thing at all. All items gained within that time are lost. You can only use this feature once every year, and after doing so, you immediately age a year, and you need to stay alive at least for one minute when the rewind is done, otherwise, the rewind is impossible, since it needs two points sustainable of space time to be done, therefore, you must not die of old age by this mean, or any other. 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, or maybe return with it´s allies, in either case, the Chronomancer is aging 1 year. This is an extremely big story changer, you must inform and collaborate with your Dungeon Master.

Enforcers of Time[edit]

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.

Cunning action

When you first choose this timely path, your quick thinking, agility and time comprehension allows you to move and act faster than others 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.

Blink of an eye

At 5th level, when you move, you may spend a fate point to 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.

Timeless ammunition

At 10th level, you may suspend your ammunition in time as a free action (after you shoot it, using the accelerated nature of the aether around), so they stay in the air. In this way, they are motionless, and creatures attempting to move it or push it need to succeed a Strength check against your spellcasting DC; they may move it away 5 feet per number that exceed your DC (example: you have a spellcasting DC of 17, and someone score barely a 17; that is able to push it 5 feet in a direction. If said creature succeeds with a 19, that means that said creature is able to push the ammunition 15 feet). Such action requires your concentration, regardless of which, when or how many of your ammunition are suspended. When you lose concentration, or when you desire so, the ammunition returns to its motion, in the direction the point of the ammunition is going.

Temporal Paradox

At 18th level, as a bonus action, you may spend 3 fate points to fuse the aether and the fabric of time together, wrapping it into a condensed paradoxic-sphere, that may be infused into one of your ammunitions, or as a fragile, very light, improvised weapon which deals no damage; launching it would make it detonate, and any creature within 30 feet of where it lands must either succeed a Wisdom saving throw and have their speed halved until the end of your next turn or become stunned for 1d4 rounds. If the paradoxic sphere is not used in the next 20 seconds upon its creation, it may detonate at any random moment and no longer triggers upon launching it, potentially affecting its creator or it´s allies; when it´s detonated is decided by the DM or by rolling dice; a 1d100 quantity of time, which it is decided on a 1d10 (a 1 is seconds, 2 is minutes, 3 and 4 means hours, 5, 6 and 7 are days, 8 are weeks, 9 means years, and 10 are centuries)

Guardian of the Timeless Gaze[edit]

You become a knight of the timeless gaze, gaining abilities to shield your allies and yourself with time itself, making you a melee specialist.

Knight's Timeless Armor

Starting when you choose this Timely path at level 3, you have proficiencies with all armors and shields, as well as three weapons of your choice, per your training is rewarded.

Echo Attack

At level 5, you are able to create an echo in time of yourself; it looks like you and it's in your same space, but is translucid and ethereal. If you spend two fate points on an attack or spell you make against a creature it´s seen as two parallel attacks; only one is real, and you decide which; roll one time per echo generated, and you decide which roll to use, if said roll is from an echo, you vanish, seemingly becoming ethereal and translucid, and you take the position of your echo self, switching one with another, before your echo self vanish into thin air. At level 10, you may create a second echo, spending four fate points(two per echo-self) and rolling 3d20; one per each attack, but only one of them deals it´s damage or effects At level 18, you may create a third echo-self, spending six fate points .


Time pocket

At 10th level, you have managed to create a pocket dimension outside of time that you can rely on in times of need. On your turn, you can use a bonus action to spend two fate points to enter into a timeless space, spending a hit die to heal yourself + Wisdom modifier + your Chronomancer level.

Alternatively, you may send a touched ally to such space, in which he may spend a hit die to heal, regaining additional hit points equal to your + Wisdom modifier.

You must finish a short or long rest before using this feature again.

Warrior of the astral plane

At 18th level, spending 4 fate points and taking a round to focus, you can stop the flow of time temporarily for all selected targets within a 30 foot radius centering you. They must make a Constitution save, and upon failing are stopped in time, per the effects of the "time stop" spell, until the beginning of your next turn or until they receive damage; In this way, targets lose AC benefits from shields and dexterity, and attack rolls have advantage, or if the situation is appropriate(a target without armor or any magical defense, for example) attacks hit automatically.

Space-Time control[edit]

You decide to take a different spin on your Time magic and use it to warp the space becoming the literal master of space-time. There aren't many space-time lords but the few are masters of controlling, exploiting, and having fun with space-time itself.

Space-Time Pulse a unique cantrip only the Space-Time control timeline has. Starting at 3rd level, You are granted a special cantrip that allows the user to emit a blast of magnetic energy. Choose a point within 40 feet, every creature within range of that point must make a strength saving throw or take 1d8(2d8 at 5th 3d8 at 11th and 4d8 at 17th) force damage and be pushed 3 meter in a direction of your choice

The radius of this cantrip rises to 5 feet on level 8, 10 feet on level 16 (You can choose the radius everytime you use this cantrip)

Space Deflection

Starting at 3rd level, You manipulate space around yourself causing enemy attacks aimed at you to miss more often. Your AC is equal to 10+ your wisdom modifier. At 6th level this is 13+ your wisdom. At 13th level your AC is equal to 13+ your wisdom modifier + half your proficiency bonus(rounded down).

Warp

At 5th level, you can feel and move trought space-time. As a free action you can feel the presence of all the space within 30 feet of you, even if you cant see it (doesnt reveal creatures).

As an action you can touch a wall or an object up to 8 feet to warp it, while the object is warped it cant be moved, any creature that try to touch it will go trought it instead, this effect will last up to 1 minute or when you disban it. You can use this ability a number of times equal to your wisdom modifier (minimum 1) and regain your uses of it after finishing a short rest.

As a bonus action, you can teleport up to 30 feet to an unoccupied space even if you cant see it. You can use this ability a number of times equal to your wisdom modifier (minimum 1) and regain your uses of it after finishing a long rest.

Space-Time gravity

Starting at 10th level, you can distortion the space by condensing gravity, every creature that you select within 50 feet must succeed on a constitution saving throw every turn or recieve 8d6 and fall prone, becoming incapacitated and unable to stand up for the duration, on a succed recieve half damage and dont fall prone, while using this feature youre unable to move and must keep concentration. The damage rises 2d6 every two levels. You can use this feature a number of times equal to your wisdom modifier (minimum 1) and regain your uses of it after finishing a long rest.

Reality Bubble

Starting at 18th level, you have resistance to force, thunder and slashing damage. As a reaction you can summon a 5 feet sphere in your place, while inside it instead gain immunity to these damage types, you can use this feature a number of times equal to your wisdom modifier (minimum 1) and regain your uses of it after finishing a long rest.

Chronomancer Spell List[edit]

Cantrips

Astral Barrier, Bolt of Time, Halt, Temporal Rift, Vortex Gaze

1st Level Spells

Hush, Revert Time, Rift Balance, Spell Blade, Weight of 1000 Years

2nd Level Spells

Ancient Path, Ancient Tether, Clockwork Sphere, Eyes of Fate, Reflexive Shot, Summon Astral Beast

3rd Level Spells

Astral Guardian, Bonesword, Column of Time, Time Bomb

4th Level Spells

Bane Shot, Split Causality, Veil of Compressed Time

5th Level Spells

Astral Communication, Astral Entity, Enervation, Time Trap

6th Level Spells

Eyes of Time, To Ashes, Woeful Stab

7th Level Spells

Delayed Blast Time Bomb, Time Restoration

8th Level Spells

Rapture

9th Level Spells

Pillars of Time, Quantum Shift

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Chronomancer class, you must meet these prerequisites: You must have 13 Wisdom.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: