OGC:Chrononaut (5e Subclass)
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Wizard arcane tradition: Chrononauts are wizards who study, manipulate, and travel through the magic of Time. They are masters of the past, present, and future, aware of multitudes of possibilities and timestreams. The path of a Chrononaut can be one of study and discovery,or one of subterfuge and manipulation.
Awareness Out of Time
Beginning when you select this school at 2nd level, you can briefly displace yourself in time to catch glimpses of the past and future, granting you insight into both what has been and things to come. You become proficient with the History skill if you are not already, and double your proficiency bonus when you make Intelligence (History) checks.
Additionally, you add your proficiency bonus to Initiative rolls.
Manipulation Out of Time
Starting at 6th level, you gain some measure of control over the infinite timestreams. When a creature within 30 feet of you makes an attack roll or skill check, you can choose whether it succeeds or fails. You can choose to use this feature after the die is rolled, but before the outcome is determined.
Once you use this feature, you can’t use it again until you finish a long rest.
Presence Out of Time
Beginning at 10th level, you are able to phase in and out of your current timestream. When a creature makes an attack roll against you, you can use your reaction to begin shifting through alternate timestreams for 1 minute. While shifting, you must make a DC 11 Intelligence check at the end of each of your turns. If you succeed, you begin moving between your current timestream and others, vanishing from your original location. At the start of your next turn, or if you stop shifting while you are in one of the alternate timestreams, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space. You can stop shifting as an action, and automatically stop shifting if you fall unconscious.
While shifting through the alternate timestreams, you can see and hear the one you originated from, which is cast in shades of blue and gray, though you can’t see anything there more than 60 feet away. You cannot be seen or affected by creatures or effects on the original timestream unless that creature has truesight or a similar ability.
You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses after you finish a long rest.
Dominion Out of Time
Beginning at 14th level, your mastery of observation through time is supreme. You have advantage on initiative rolls and cannot be surprised.
In addition, your power over time’s working is so great that you are able to step completely outside your timestream for extended periods and bring others with you. As an action, you and up to a number of creatures equal to your Intelligence modifier that you can see within 10 feet instantly gain the benefits of completing a short rest.
Once you use this feature, you can’t use it again until you complete a long rest.