Chronomancer (5e Class)

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Chronomancer

You were born with the ability to manipulate time and show your mastery over the aether, you are not a sorcerer nor a wizard but a... CHRONOMANCER! also, this is going to be somewhat of a collection of other classes.

Creating a Chronomancer

Quick Build

You can make a Chronomancer quickly by following these suggestions. First, Wisdom 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 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: Constitution, Wisdom
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:

Table: The Chronomancer,

Level Proficiency
Bonus
Features Fate Points Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Suspending the Aether 0 2 2
2nd +2 Wheel of Time 1 2 3
3rd +2 Timely Path 1 2 4 2
4th +2 Ability Score Improvement 2 3 4 3
5th +3 Deja Vu 2 3 4 3 2
6th +3 Pocket of Eternity 3 3 4 3 3
7th +3 Time Stride, Timely Path 3 3 4 3 3 1
8th +3 Ability Score Improvement 4 3 4 3 3 2
9th +4 Void of Time 4 3 4 3 3 3 1
10th +4 Timely Path 5 4 4 3 3 3 2
11th +4 Time Ball, Timely Path 5 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 4 4 3 3 3 2 1
13th +5 Warrior of the Astral Plane 6 4 4 3 3 3 2 1 1
14th +5 Timely Path 7 4 4 3 3 3 2 1 1
15th +5 Timely Path 7 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Timely Path 8 4 4 3 3 3 2 1 1 1
17th +6 8 5 4 3 3 3 2 1 1 1 1
18th +6 Undo Timeline 9 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 9 5 4 3 3 3 3 2 1 1 1
20th +6 Supreme Chronomancy Unlimited 5 4 3 3 3 3 2 2 1 1

Suspending the Aether

Starting at 1st level, when a creature within 20 feet of you, that you can see is casting a spell, you may suspend that one spell for one round of combat. You may not use this feature more than once on a single creature. You are able to use this feature a number of times equal to you Wisdom modifier (minimum of 1), and regain expended uses upon completing a short or a long rest. In addition, any spells cast by you can be suspended

At 10th level, you are able to prolong the effect of this feature by performing a saving throw of DC 13 + Wisdom modifier. On a successful save, the effects of this feature last for one more round of combat. On a failed save, the effect ends as it normally would. You are only able to prolong this feature once.

Wheel of Time

At 2nd level your studies allow you to spin the wheel of time and alter the fate of yourself and other creatures. You know how to bend time to do the following: Accelerate, Decelerate and Surge. Your access to this bend in time is represented by fate dice. You have fate points equal to the fate point chart listed above. You regain expended fate dice upon finishing a short or a long rest.

Accelerate

As a bonus action, you may expend 1 fate point to move forward the wheel of time. A targeted friendly creature within 20 feet of is now allowed to use one additional action.

Decelerate

As a reaction, you may expend 2 fate points to slow down the wheel of time. When you take damage from an attack, you are able to delay the damage dealt for 1 turn. As soon as your next turn begins, you take damage equal to the damage of the previous attack.

Surge

As an action, you can expend 1 to a maximum of 4 fate points to repel the fates of certain allies. Up to two target friendly creatures takes 1d6 per fate point less damage until the start of your next turn. Spending more then 1 point increases the duration, for example 2 points would be until the start of your second turn, 3 would be until the start of your third turn, and 4th would be the start of your 4th turn.

Timely Path

Starting at 3rd level, you must choose a Timely Path either Enforcers of Time, Guardian of the Timeless Gaze, or Time Lords

Ability Score Increase

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.

Deja Vu

Starting at 5th level, whenever you use the attack action on a creature, you may use a bonus action to spend one fate point to attack the creature again on their next turn with the exact attack you used on them previously. This feature does not expend ammunition when you use a ranged attack.

Pocket of Eternity

At 6th level, in your resourcefulness you have created an eternal pocket of time that you can rely upon when in need. On your turn, you can use an action to regain hit points equal to 1d6 + Wisdom modifier. You may use this feature a number of times equal to your Wisdom modifier. You must finish a long rest to regain all uses of this feature.

Time Stride

Starting at level 7th, you may have time slow drastically around you, allowing you to teleport a short distance. As a bonus action, make a Constitution save DC 10, on a success you can teleport your movement speed. For each each consecutive use in an encounter increase the DC by 5 to a maximum of DC 20. On a failed save, you are unable to move and cannot make any actions until the start of your next turn and take 1d12 psychic damage for each time you've used time stride in an encounter. This effect lasts for one minute and you must finish a short or long rest before using again.

Void of Time

At 9th level, you may create a void in time within the suspended spells you cast. Whenever you cast a spell with an area of effect such as fireball and suspend it, you may increase the size of the A.O.E. by 5 feet for every round that it is suspended.

Time Ball

At level 11, as an action, you fuse aether and the fabric of time together wrapping it into a sphere and launching it up to 50 feet away from you. Any creature within 30 feet of where it lands must make a Wisdom saving throw and on a failed save, a creature becomes stunned for 1d4 rounds. If a creature passes, it's movement speed is halved. You must finish a short or long rest to use this feature again.

Warrior of the Astral Plane

At 13th level, taking a round to focus on the flow of time, you can stop the flow of time temporarily for all hostile targets within 35 foot radius centering you, they must make a Constitution save, and on fail they are stunned until the beginning of your next turn. You can use this ability 1 time per long rest. Increases to 2 times at the 20th level.

Undo Timeline

Upon reaching 18th level, you gain the ability to undo a specific timeline, taking all actions of up to 8 targets back in time (up to 12 hours prior). All experience and items gained within that time are lost. All spell slots that were used within the time frame become unused. You can only use this feature once every year. 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. This is extremely big story changer, you must inform and collaborate with your Dungeon Master on whether to continue playing the present, or go back in time, and continue from up to 12 hours of in game game play.

Supreme Chronomancy

Once reaching level 20, you are able to store up to 4 different spells from cantrip up to 5th level spells into a suspended space, you may release one of these four different spells as a bonus action, when you store one spell into this suspended space you lose that spell slot until you complete a long rest, in addition a suspended spell can only be suspended for up to 48 hours, afterwords the spell fizzles, if you do use the suspended spell a slot is open in the space until you replace the used spell with another

Enforcers of Time

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, normally others don't like these types and your spell casting slots decreases to half, but in addition you may choose spells from Ranger, and Sorcerer listings, whenever leveling up, purchasing or any other way to obtain these in your play.

Spell Slots per Level
Chronomancer
Level
1st 2nd 3rd 4th 5th 6th Cantrips
Known
3rd 4 2 - - - - 3
4th 4 2 - - - - 4
5th 4 2 - - - - 4
6th 4 3 1 - - - 4
7th 4 3 1 - - - 4
8th 4 3 2 - - - 4
9th 4 3 2 - - - 5
10th 4 3 3 - - - 5
11th 4 3 3 1 - - 5
12th 4 3 3 1 - - 5
13th 4 3 3 2 - - 5
14th 4 3 3 2 - - 6
15th 4 3 3 3 - - 6
16th 4 3 3 3 1 - 6
17th 4 3 3 3 1 - 6
18th 4 3 3 3 2 - 6
19th 4 3 3 3 2 - 6
20th 4 3 3 3 3 1 6

You gain the Feat Crossbow Expert when you choose this path.

Repeating Timely Shooter

When you first choose this subclass, you reach into the fabric of time and pull from the armory of the god of justice, you can choose up to three different targets each bolt deals 1d6 piercing and 1d4 fire damages by themselves, not including bolts that explode or any magical effect like spells, this repeating crossbow has a clip size of 30, and shoots 3 bolts/arrows when the trigger is pulled, in addition, you only have 1 clip, to gain more you must spend 50 gold to reach into the armory to take more.

Cunning Action

At 4th level, your quick thinking and agility allow you to move and act 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.

Bonus Shots

At 5th level, you may shoot your ranged weapons twice as much! For each attack action you make you may shoot your ranged weapon twice, in addition to this if you are hidden and shoot you deal an additional 4d6 sneak attack damage.

Specialized Arrows and Bolts

At 8th level, you spend time creating ammunition for sale or use, you are able to spend 30 minutes making one type of the following, explosive, acidic, thunder, psychic, lightning, or time bolts or arrows

Explosive -- In a 10 foot radius on impact creatures must make a Dexterity save, on fail they take 4d8 explosive damage, and are knocked 5 feet back and prone.

Acidic -- In a 5 foot radius on impact against creatures, Dexterity save, on failed save they take 4d6 acid damage, and their metal gear takes percentile of wear on it.

Thunder -- In a 15 foot cone from the angle of impact, creatures must make a Constitution save on fail they take 3d8 thunder damage, and are knocked 10 feet away prone.

Psychic -- In a 5 foot radius on impact, creatures must make a Wisdom save, on fail they take 10d4 psychic damage and suffer from stage 1 exhaustion, stacking multiple times.

Lightning -- In a 15 foot radius on impact, creatures must make a Dexterity save, on fail they take 4d6 lightning damage and drop whatever is in their hands.

Time -- In a 10 foot radius on impact, creatures must make a Wisdom save, on fail they are aged forward or backward in time your choice 1d6, in years and take 6d6 psychic damage and this damage cannot be negated.

Time Warp

At 10th level, you may suspend your ammunition as its being shot through time flickering them as they are shot on there trajectory making them undodgeable and goes past armor/cover, if a creature is wearing armor that is 100% immune to ammunition, with this feature treat that as if it were negated and your ammunition all gain ricochet effect meaning you can bounce them off of objects to change paths

Timed Ammunition

At 14th level, Your ammunition gains the railgun effect, you've spent your time speeding up your ammunition and changing their effects that you learned to passively give them a railgun effect, all hits now go through the first three targets if they are lined up, the trajectory may change if you hit something that would change it, meaning you hit one person, hit a slanted surface and hit two others, your ammunition also deals 2d10 force damage

Temporal Paradox

At 16th level, You call upon the fabric of time and summon forth 1d4 different timelines of yourself to come to your aid for 1d12 hours, this different timeline might be from a apocalyptic, peaceful, disasterful, or other timeline meaning it might have it's own special ability, ask your DM about this, and in addition it has the same stats as you, you can use this twice a day before long rest.

Guardian of the Timeless Gaze

You decide to become a knight of the timeless gaze, you gain abilities to shield your allies and yourself with time itself making you a melee specialist but instead you may use Wisdom instead of Strength or Dexterity for melee type weapons, in addition your hit die changes to 1d12, You also gain spell listings to learn from paladin, and warlock, and your spell table also changes to:

Spell Slots per Level
Chronomancer
Level
1st 2nd 3rd 4th 5th 6th Cantrips
Known
3rd 4 2 - - - - 3
4th 4 2 - - - - 4
5th 4 2 - - - - 4
6th 4 3 1 - - - 4
7th 4 3 1 - - - 4
8th 4 3 2 - - - 4
9th 4 3 2 - - - 5
10th 4 3 3 - - - 5
11th 4 3 3 1 - - 5
12th 4 3 3 1 - - 5
13th 4 3 3 2 - - 5
14th 4 3 3 2 - - 6
15th 4 3 3 3 - - 6
16th 4 3 3 3 1 - 6
17th 4 3 3 3 1 - 6
18th 4 3 3 3 2 - 6
19th 4 3 3 3 2 - 6
20th 4 3 3 3 3 1 6
Knight's Timeless Armor

Starting when you choose this Timely path at level 3, you spend 2 hours to craft Time armor, with this armor all time effects would be negated at your will, and you can choose to end up to one time affecting ability or spell that you can see within 30 feet, in addition treat this armor as splint armor with finesse, meaning it is not considered heavy armor but light, if you wish you may create additional sets for 200 gp and 1 hour of time, this time cannot be hastened and in addition you must be able to cast a spell to so the entire time.

Dimensional Slash

At 4th level, As you make a melee attack against a creature you slash through the fabric of time and may suspend that damage if you hit for up to 3 rotations, in addition when the damage is dealt you deal an additional 2d8 of the same type of damage your weapon deals, this increases by 1 d8 at levels 6, 9, 15, and 19th levels.

Extra Attack

Starting at level 5, you gain 1 extra attack, you gain an additional extra attack and level 8.

Enhanced Reflex

At 8th level, Your reflexes become faster making you gain 1 free action, you may use this action to attack, dash, disengage actions, or cast an instantaneous spell.

Time Echo

At level 10, you are able to create an echo in time of yourself, this echo is a creature with the same stats as you but half your hp and ac, it has the same weapons but not abilities nor spells except for passive abilities, you are able to use this a number of times equal to your Wisdom modifier a day. The echo disappears after a hour and you must within the next hour do the same actions that the echo has done for that hour, if you don't you are not able to use this feature a number of weeks equal to 1d4.

Timeless Armor

At 14th level, your armor becomes more timeless then ever granting you the benefits of fullplate with finesse, meaning it is considered light armor instead of heavy, and in addition when you are hit with a attack, you may use your reaction to halve that damage no matter the type rounded up. You may use this a number of times equal to your proficiency bonus before making a long or short rest.

Echoing Attacks

At 16th Level, When you make an attack with a melee weapon, your weapon becomes 3 weapons of the same type at once on hit, they each deal they're separate damages but you are able to use this a number of times equal to your Chronomancer level before making a long or short rest

Time Lord

You decide to take a different spin on your Time magic and become the literal master of time, there aren't many time lords but the few are masters of controlling, exploiting, and having fun with time itself, all targets must be within 30-90 feet away from you to be able to manipulate time effects on them unless your ability or spell says otherwise, also, your spell list expands, you may choose spells from cleric, bard, and warlock (if you do choose from warlock you must spend 4 hours to negotiate with a unwordly creature and spend gp determined by the DM)

Time Lords Suspended Abilities

Starting when you choose this path, you know your suspended abilities and put them into a stasis making them only available when you spend time points, you have time points equal to your level Ex, your level 3, so you would have 3 time points, at level 4 it would be 4 time points and so on, you regain time points by finishing a long rest, in addition you may spend time points to convert them into spell slots or convert spell slots into time points up to level 5 spells (treat this as a different sorcerer table version) Spell slot Chronomancy

1st = 2 points

2nd = 3 points

3rd = 5 points

4th = 6 points

5th = 7 points

This represents how many points needed for spell slots and how many points you gain per spell slot, you may convert as a bonus action on your turn, in addition you may use one of the following as a bonus action, Time Stop, Time Skip, Forward in Time, Back in Time

TIME STOP -- 3 points; you freeze time in its place, in a 5 by 15 line or in a 20 foot radius of up to 90 foot away for up to xd4 rounds per level, time is stopped in those zones, any creature caught directly in it must make a Wisdom save, on fail they are trapped in place until this ends, on pass they manage to break free and is unaffected by this, but if they re-enter the area or end their turn in it they must make another save with a -1 for each pass or turn spend in the zone. If a creature is caught and another is attempting to attack that creature with a melee attack, that creature must make a dc save or be frozen, if a creature is attacking a frozen in time subject with a ranged weapon, once the ammo or spell enters the area it freezes in place until the area stops and continues on its original path, you cannot delegate what creatures/objects are immune to this, i.e. if you use a line version and 2 enemies run into it and fail they are frozen in spot until they break free, if an ally comes up to swing a sword at the frozen creature they must make a save and on fail they are also frozen in spot or if they were to enter it as well, no one is safe from this. (x = chronomancer level divided by 2 rounded down)

TIME SKIP -- 2 points; You skip time, as a reaction to being attacked you may use this and make a contested check against your enemies (Wisdom vs. Dexterity) if you succeed you wink out of time for xd4 rounds. You are not hit by the attack, and do not “exist” on the map for the 1d4 rounds. At the end of the last round you reappear where you winked from. (x = chronomancer level divided by 2 rounded down)

FORWARD IN TIME -- 3 points; You make a melee touch attack against target creature or object and send it forward in time xd4 rounds, this works identically to time skip.(x = chronomancer level divided by 2 rounded down)

BACK IN TIME -- 3 points; you make a melee touch attack against target creature or object and send it backward in time 1d4 rounds, the creature is returned to the state is was in xd4 rounds ago. This includes everything, health, armor class, possessions, experience. This can even be used to revive players if they died seconds ago, or return resurrected enimies to their grave. (x = chronomancer level divided by 2 rounded down)

Time Slip

Starting at level 3, you gain the ability to go back a brief moment of time. As a 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 feature this feature a number of times equal to your Wisdom modifier. You regain all uses after a long rest.

Timely flow

At Level 4, You place a ward on a creature that stays on them for 8 hours increasing their metabolism, speed, and cell growth, because of this until the 8 hours are up the creature gains a +5 feet to its movement speed and regains 1d4 + your spell casting ability modifier hitpoints a rotation if in combat, if out of combat every 1 minute, you may use this feature a number of times equal your Wisdom modifier a day before needing a long rest

Empowered Spells

At 5th level, your control over the aspects of time itself has made your spells more efficient, because of this your spells deal an additional 2 die of the same type of damage, healing effect, or support (such as the spell sleep) and in addition you are able to suspend spells for up to 7 rotations instead of 3 now

Owl of Wisdom

At 8th level, through your work with time you've come to understanding that the owl is one of the most wismadic type creatures, and because of this you are able to summon a owlbear familiar, it has the same stats of an owlbear but in addition it gains bonus hp equal to your level + spell casting ability modifier and whenever it attacks a creature the creature must make a Wisdom save on fail the creature loses or gains your choice years of life equal to 1d20 but keeps all memories, this bear stays summoned for as 6 hours and may be summoned twice a day

Time Lapse

At 10th level, you may choose up to 8 different creatures, all creatures must make a Wisdom save, on fail all their actions require two, if they do not have two actions they must spend 2 rotations to do one thing, all swifts become one full action, and their movement speed becomes halved

Historic Help

At 14th level You call upon the fabric of time for assistance with a creature that you had met in the past, you may make a wisdom save of their challenge rating minus your spell casting ability modifier i.e lets say your spellcasting modifier is +8, the save would be for a pit fiend 20 - 8, you must pass a 12 to use this, in addition you don't add anything to the roll because you already used your spell casting ability modifier, and summon a duplicate of that creature with the same abilities, knowledge, and weapons (if any) that you remember and have complete control, this creature stays with you until dispelled or until 12 hours passes, you may use this once a day

Time Wrath

At 16th level, Your mastery over time makes you the undisputed CONTROLLER of TIME! and because of this Whenever you use a time feature or spell against a creature that creature becomes marked for 1 round until the end of your next turn, a marked creature means that any damage against it deals an extra 5d12 damage of the same type the attack deals.

Chronomancer Spell List

You know all of the spells on the basic bard, cleric, paladin, ranger, sorcerer, and warlock spell lists, and additional spells based on your subclass.

Cantrips

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

1st Level Spells

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

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

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

Multiclassing

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


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