Chronomancer Variant (5e Class)
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- 1 Chronomancer Variant
- 1.1 Creating a Chronomancer
- 1.2 Class Features
- 1.2.1 Table: The Chronomancer
- 1.2.2 Chrono Brake
- 1.2.3 Temporal Heal
- 1.2.4 Spellcasting
- 1.2.5 Chronoluck
- 1.2.6 Chronomancer Archetype
- 1.2.7 Ability Score Increase
- 1.2.8 Zealous Movement
- 1.2.9 Rust
- 1.2.10 Chronos Weaponry
- 1.2.11 Shelter of Time
- 1.2.12 Tachyon Travel
- 1.2.13 Timely Defenses
- 1.2.14 Tempo and Rhythm
- 1.2.15 Aeon Pulse
- 1.3 Archetypes
- 1.4 Multiclassing
- 1.5 Notes
While not as strong a caster as sorcerers or wizards, chronomancers manipulation of time extends beyond any normal means of magic. Harnessing the ability to go brief moments back in time and change the outcomes of certain situations seems godlike but a chronomancer makes it look easy. In the end, chronomancers are feared more than any other beings since they erase something from existing. A contest between two or more chronomancers is something unbearable to watch because one cannot follow the actions of combat while the participants continually change the outcome of every move against one another.
Creating a Chronomancer
A Chronomancer is a manipulator of time, they are very powerful. Though their magic may not be as raw as a sorcerers or as studied as a wizards, it is undeniably powerful.
- Quick Build
You can make a chronomancer quickly by choosing Wisdom as your highest ability score. Choose perception as one of your skills
As a Chronomancer you gain the following class features.
- Hit Points
Weapons: All simple weapons
Saving Throws: Wisdom and Intelligence
Skills: Any 3 skills
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 simple weapons or (b) a spear and a net
- (a) a Diplomats pack or (b) a Scholars pack
- (a) an arcane focus or (b) a spell component pouch
- an hourglass (can be used as an arcane focus)
- OR 4d4 x 10 gp
|Features||Spells Known||0||—Spell Slots per Spell Level—|
|1st||+2||Temporal Heal, Chrono Brake||0||—||—||—||—||—|
|4th||+2||Ability Score Improvement||8||2||3||—||—||—||—|
|8th||+3||Ability Score Improvement||12||4||4||3||—||—||—|
|9th||+4||Shelter of Time||12||4||4||3||2||—||—|
|10th||+4||Tachyon Travel, Era Feature||14||4||4||3||2||—||—|
|12th||+4||Ability Score Improvement||18||5||4||3||3||—||—|
|15th||+5||Tempo and Rhythm||20||6||4||3||3||2||—|
|16th||+5||Ability Score Improvement||22||6||4||3||3||2||—|
|19th||+6||Ability Score Improvement||26||7||4||3||3||3||2|
At 1st level, as an action, you may target one creature within 60ft. The target must succeed a Wisdom saving throw against your spell save DC or it's speed is halved and has disadvantage on Dexterity saving throws for 1 minute. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses after completing a short or long rest.
At 1st level, as a bonus action, you can rewind a portion of time for a creature you can see within 60ft of you. The creature you target has any damage taken since your last turn healed. You can use this feature a number of time equal to your Wisdom modifier. You regain all uses after completing a long rest.
The power of your will and the forces of time have bestowed upon you the ability to cast spells.
Cantrips At 1st level, you know three 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.
The Spells Known column of the Chronomancer table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the wizards spells you know and replace it with another spell from the wizard 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. You use your Wisdom whenever a 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
Spellcasting Focus You can use an arcane focus, such as an hourglass, as a spellcasting focus for your chronomancer spells.
Starting at 2nd level, who needs luck when you can go back a brief moment in time? As a reaction, you may reroll any ability check or skill check you have just rolled, and you must accept the result of the second roll. You may use this feature a number of times equal to your Wisdom modifier. You regain all uses after completing a long rest.
At 3rd level, a chronomancer chooses one of two eras: Clockwork Creator or Planar Voyager. Eras aren't exactly periods of time for chronomancer but more of the knowledge gathered from a specialty throughout all time. Eras focus on expanding on new ideas rather than building on a chronomancers innate abilities.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Beginning at 5th level, you speed time for yourself making your own movements lightning fast. Your movement speed is increased by 10ft and you gain advantage on Dexterity saving throws.
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 within 60ft to make a range spell attack against, disadvantage against magical objects. On hit, the object ages one hundred years causing any non-metal to crumble, crack and weather. Any metal parts start to rust and weaken. Weapons affected deal half damage and armor provides half of its previous AC. You may use it any number of times equal to your Wisdom modifier. You regain all uses after completing a long rest.
Beginning at 7th level, as a bonus action, you can make a weapon out of solidified time that lasts until you dismiss it, you make another weapon or someone other than you picks it up. Ranged weapons create their ammunition as part of the attack, but can also use other ammunition. You are proficient with any weapon that you make and when you attack with this weapon, it deals the normal damage for a weapon of its type plus 1d6 force damage and is treated as magical for purposes of overcoming damage reduction. At level 11, this damage increases to 2d6 and increases again at level 17 to 3d6.
Shelter of Time
Beginning at 9th level, the time you need to finish your short and long rests are halved, you stop aging and you cant be magically aged.
Beginning at 10th level, when you move you may 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.
Beginning at 11th level, when the result of an attack would hit you, as a reaction you may expend a spell slot to make your opponent reroll their attack. If the spell slot it 5th level or higher, your opponent must pass a Wisdom saving throw or have disadvantage on the attack as well.
Tempo and Rhythm
Beginning at 15th level, you may use an action to grant all allies you can see an action. They must use this granted action immediately. You must finish a long rest before using this feature again.
Beginning at 20th level, using an action, you stop the world around you and rip the barrier of time causing any creatures within 10ft of you, including your allies, to be erased from time if they fail a Constitution saving throw. On a successful saving throw, creatures still take 10d10 force damage. In addition, any creatures within 120ft of you must pass a Constitution saving throw or be stopped in time for 1d4+1 rounds. After you use this feature you suffer three levels of exhaustion. You must finish a long rest before using this feature again.
You are a creator of clockwork machinations.
You are able to summon Chrono Contructs, but only one at a time.
You know the Mending cantrip in addition to your already known cantrips. If you already know Mending, choose one additional cantrip from the wizard spell list.
Your clockwork summons take their turns immediatly after yours. Your clockwork summons are immune to mind-affecting spells, healing spells and poison. They do not regenerate HP, but the Mending cantrip restores 1d6 + WIS modifier HP. They are contructs. They do not need to eat, drink, breath or sleep. They are friendly to you and your companions. They obey any verbal commands that you issue to them (no action required by you, unless stated otherwise). If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Beginning at 3rd level, you can use an action to summon any creature with a challenge rating of 1 or lower as a clockwork creation. A clockwork creature summoned this way disappears when it has 0 hit points, after 1 hour or if you summon another Chrono Construct that counts against your summon limit. You must finish a short or long rest before using this feature again.
Additionally, if you cast the spell Find Familiar, you can choose to make the summon any tiny beast with a CR of 1/8 or lower, and make it a clockwork creature. The clockwork familiar does not count towards your summon limit.
Beginning at 10th level, you can use an action to conjure a small clockwork turret (small size, 1/2 your HP, AC 14, 30ft blindsight). You can use a bonus action to direct your turret to attack a target within 30ft and line of fire. Your turret will continue attacking unless the target moves out of range, then your turret stops attacking and must be directed at a target to start attacking again. If you are hit by an attack, your turret will switch targets and begin attacking the last creature that hit you. Your turret uses your proficiency bonus to hit and deals 1d10 piercing and 1d10 force damage, which is treated as magical for the purposes of overcoming damage reduction. Your turret gains no modifiers to saving throws. The turret does not count towards your summon limit. It disappears when it reaches 0 HP, or you dismiss it. You must finish a short rest before using this feature again.
Beginning at 14th level, time itself is imbued in your weaponry. Everytime you deal damage with a weapon you wield, the target must succeed a Wisdom saving throw against a DC of your Chronomancer level or be affected by slow, as the spell. On a successful save, the target cannot be affected by this feature for 24 hours.
Beginning at 18th level, you can summon a Clockwork Guardian to assist you in battle. It holds a halberd, and has a ballista installed in each of its two arms. For its stats and actions, see the sidebar. The guardian dissapears when you summon another Chrono Contruct that counts against your summon limit, you dismiss it or it reaches 0 HP. You must finish a long rest before using this feature again.
Knowledge of the planes has given you capabilities not common to average travelers.
Starting at 3rd level, you've gained insight to the ways of elementals and know how to inflict different energy damage on your enemies. As a bonus action, you can sacrifice a spell slot to imbue a weapon with an energy type of your choice. This effect lasts a number of rounds and deals damage equal to twice the level of the spell slot sacrificed.
Additinally, you may choose one additional spell list. You may learn spells from that list as well. You learn 2 cantrips from the choosen spell list in addition to the ones you already know.
Starting at 10th level, through experiences with planar entities you have learned to adapt to danger. Whenever you are damaged by an energy type, you gain resistance to that energy. Being damaged by another energy replaces the previous energy type.
Additionally, during a short rest, you may absorb some of the raw magic that seperates the planes. After completing the short rest, you regain an amount of spell slots that have a combined level equal to half your chronomancer level.
Beginning at 14th level, your familiarity with the planes eases your travel between them. You may freely travel between the planes as the spell plane shift but you are unable to take anyone with you.
In addition when you cast a spell which deals damage, you can draw energy from the planes and change that damage type to either acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage (you can change only one damage type per casting of a spell).
True Planar Travel
Starting at 18th level, you have fully mastered the powers of time and space. You are now capable of traveling through the planes, casting the plane shift spell. You can take up to 7 people with you. If you wish, you can make a ranged spell attack against anyone and they must make a DC 20 Wisdom saving through or they are transported to a new dimension of the DM's choice.
Prerequisites. To qualify for multiclassing into the Chronomancer class, you must meet these prerequisites:Have a teacher, Wisdom 15, Intelligence 15
If there are any changes you want to make, at the top of the page there is "discussion". Use that page to discuss any changes you want to make, as to keep the class balanced.