Chronomancer, 2nd Variant (5e Class)

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Chronomancer[edit]

A human faces several goblins that charge in with their swords. As soon as they bring their blades down to kill their human target, the human warps behind the goblins and rains down bolts of lightning on the unsuspecting goblins.

An elf stands still as a large meteor of fire is hurled in her direction. She laughs and raises an arm, stopping time for everything around her. She then effortlessly strolls far out of the fireball's range.

The chronomancer's manipulation of time extends beyond any normal means of magic. They possess the ability to go back in time in brief intervals to change the outcomes of certain situations. It may seem that this power is only reserved for the gods, but a chronomancer makes it look easy. Since they are capable of erasing something from existence, they are a feared spellcaster throughout the Material Plane.

Creating a Chronomancer[edit]

Before creating a chronomancer, it is important to contemplate the source of your character's time-manipulating abilities. When did they first discover that they could manipulate time? Was this skill something they were born with or something that they learned over time? Are they a self-taught master of the craft or are they a student studying under the tutelage of a spellcaster wiser beyond their years?

Quick Build

You can make a chronomancer quickly by following these suggestions. First, choose Wisdom as your highest ability score, followed by Dexterity. Second, choose the Hermit background.

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 armor, medium armor
Weapons: Simple weapons
Tools: tinker's tools
Saving Throws: Wisdom, Intelligence
Skills: Arcana and choose two from Perception, Sleight of Hand, Medicine, Insight, and Deception

Equipment

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

Table: The Chronomancer

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Zealous Movement, Chrono Brake 2
2nd +2 Spellcasting, Temporal Deflection 2 2
3rd +2 Tachyon Travel 2 3
4th +2 Ability Score Improvement 2 3
5th +3 3 4 2
6th +3 Rust 3 4 2
7th +3 Tachyon Travel (2) 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 3 4 3 2
10th +4 Chronos Weaponry 4 4 3 2
11th +4 Timely Defenses 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Chrono Luck 4 4 3 3 1
15th +5 Tachyon Travel (3) 5 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 5 4 3 3 3 1
18th +6 Slow Time 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Stop Time 5 4 3 3 3 2

Zealous Movement[edit]

Starting at the 1st level, your time spent altering the flow of time has passively made you quicker on your feet. You gain a bonus to your initiative and Dexterity saving throws you make equal to half your Wisdom modifier (rounded down).

Chrono Brake[edit]

Also at the 1st level, you know how to alter the movement of others by manipulating the movement of time. You can use an action to target a creature within 40 feet of you. The target must succeed a Wisdom saving throw against your spell save DC or its movement speed is halved for a number of turns equal to your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier, afterwards you cannot use it again until you finish a long rest.

Spellcasting[edit]

With the ability to control time, you eventually learn to manipulate the elements of reality itself.

Cantrips Starting at 1st level, you know two cantrips of your choice from the wizard spell list.

Spell Slots The chronomancer table shows how many spell slots you have to cast your spells of 1st 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.

Spells Known of 1st Level and Higher Starting at 2nd level, you know two 1st-level spells of your choice from the wizard spell list.

You prepare the list of wizard spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Wisdom modifier + half your chronomancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level chronomancer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare a spell, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of chronomancer spells requires time spent in complete silence and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Wisdom is your spellcasting ability for your chronomancer spells, since your power derives from your perception of the flow of time. You use your Wisdom modifier whenever a spell refers to your spellcasting ability modifier. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard 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

Spellcasting Focus You can use any object that tells time, such as a wristwatch or an hourglass, as a spellcasting focus for your wizard spells.

Temporal Deflection[edit]

At the 2nd level, if you or a creature you can see within 20 feet of you is hit with a melee or ranged weapon attack, you can use your reaction to rewind a portion of time for the target. The damage that the target would've taken from the attack is halved. This feature stacks with damage resistances that the target may have (i.e. if the target would take fire damage and the target has resistance to fire damage, this feature would cause the target to take 1/4 the damage they would've taken). You can use this feature a number of time equal to your Wisdom modifier. You regain all expended uses after taking a long rest.

Tachyon Travel[edit]

At the 3rd level, you are capable of taking a step out of time and returning to the present. You can use a bonus action to teleport to an unoccupied space within 10 feet of you that you can see. This does not provoke attacks of opportunity and doesn't use any of your remaining movement for the turn. The number of feet you travel when using this feature increases to 15 feet when you reach the 7th level and to 20 feet when you reach the 15th level. You can use this feature a number of times equal to your Wisdom modifier, afterwards you cannot use it again until you finish a long rest.

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. As normal, you can't increase an ability score above 20 using this feature.

Rust[edit]

Starting at 6th level, you can bring the full power of time down upon the armor or weaponry of your opponent. As an action, choose an object that a creature is holding or wearing within 20 feet of you, and make a ranged spell attack against that creature. On a hit, the target object decomposes, causing any non-metal to crumble, crack and weather. An object made of metal begins to rust and crack. If the target object was a weapon, the damage it deals is halved. If the target object was a piece of armor, the target creature receives a penalty to their AC equal to your Wisdom modifier. This feature has no effect on magical items, natural armor, and natural weapons. After using this feature, you cannot use it again until you finish a long rest.

Chronos Weaponry[edit]

Beginning at the 10th level, you can use a bonus action to summon a non-magical weapon that you have seen out of solidified magical energy that exists for one minute or until you dismiss it. This feature requires concentration and only you can wield this weapon. If you create a ranged weapon, you have an unlimited amount of ammunition that you create before each attack. The ammunition that you create is treated as standard pieces of ammunition with no additional effects. You are proficient with any weapon that you create with this feature. Additionally, when you attack with this weapon, it deals a bonus 1d4 force damage and the damage it deals is treated as magical for purposes of overcoming damage resistances or immunities. After using this feature, you cannot use it again until you finish a long rest.

Timely Defenses[edit]

Beginning at the 11th level, if a creature would hit you with a weapon attack, you can use your reaction and expend a 2nd level spell slot or higher to make your opponent re-roll their attack. If the spell slot you expend is a 4th level spell slot or higher, your opponent re-rolls their attack with disadvantage.

Chrono Luck[edit]

When you reach the 14th level, your control over time has given you control over your fate. After all, who needs luck when you can go back in time? Whenever you make an attack roll, an ability check, or a saving throw, you can use a free action to roll an additional d20 after the first one's result is shown. You choose which of the d20s is used for the attack roll, ability check, or saving throw, but before the outcome is determined. You can use this feature twice, afterwards you cannot use it again until you finish a long rest.

Slow Time[edit]

At the 18th level, you have learned how to completely slow time around you to nearly a standstill. You can use a bonus action and a 4th level spell slot or higher to slow time around you, gaining the following benefits until the start of your next turn:

  • Your movement doesn't provoke opportunity attacks.
  • Attack rolls and ranged spell attacks against you are made with disadvantage.
  • You have advantage on Perception skill checks, melee weapon attack rolls, and Dexterity saving throws.
  • Your walking, climbing, flying, and swimming speeds increase by 20 feet.
  • If you take the Attack action, you can make one extra weapon attack as part of that action.

Stop Time[edit]

At the 20th level, you now have complete control over the flow of time. Your movement never provokes opporitunity attacks. Additionally, you learn the time stop spell. When you cast this spell, it is treated as a 5th level wizard spell and uses a 5th level spell slot.

Multiclassing[edit]

Because the ability to manipulate time is something that can't be found in all spellcasters, you cannot multiclass into the chronomancer class.


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