Chronomancer (Overhaul) (5e Class)
Notes
Homebrewery Version
This link leads to the more official looking document; http://homebrewery.naturalcrit.com/share/S1WjzQMfn
Other Chronomancer Versions
The old version will remain so players can use the classes individually rather than combined. As the individual classes have been well balanced not many more changes will come to them while this class still needs to be balanced and worked on
Guardian Form; https://www.dandwiki.com/wiki/Chronomancer,_Guardian_Form_(Old_Chronomancer)(5e_Class)
Astral Form; https://www.dandwiki.com/wiki/Chronomancer,_Astral_Form_(Individual)_(5e_Class)
Chronomancer
The Dwarven figure turned towards the approaching tribe of Orcs, the villagers behind him started cowering and screaming, running for cover. The figure starts to walk slowly towards the hoard, raising his right arm, the Astral Energy cracked and sparked as a glowing and shimmering sword materialises. A blue Astral shield forms on his left arm as he starts to run towards the opposing hoard lifting his sword high above his head.
Blades clash as the Human fighter looked his Half-Orc opponent in the eyes and grinned. Then with a blur of speed the Half-Orc was lying on the ground. When the fighter returned to the Arena's attacks the door didn't lead to where he expected. He looked all around him, time and space was fluid and stood there in front of him stood two god like entities. The Deity of Time and the Deity of Fate. They bowed to him and vanished. All that remained in front of him was two blades of pulsating energy. He went to pick up the weapons, instantly his soul felt ripped from reality, the weapons and he were one.
A Human sitting in a Ibarra looks up from his book and notices the wall starts to shift and warp he stands up and walks towards the wall, when he reaches it he is suddenly no longer in the library. He looks down at his arms, and where there should be pink human skin there was a bluefish black skin constantly shifting and changing. He looked up to see what could only be the Astral Plane, and just floating there were two unearthly forms. He looked at them as they opened their arms and bowed their heads in his direction. He continued to walk around this plane, witnessing a host of mysterious things. How much time has passed? He doesn't know, time here is as fluid as water, it could go backwards or forwards or cease to move at all.
The Astral Plane
The path of a Chronomancer is not a choice, one must be deemed worthy by The Twin Deities, Time and Fate. Once one has been chosen as a worthy being The Twin Deities will create a rift between the Astral Plain and the Prime Material Plane and pull the chosen through. The chosen being will spend much of their life here learning techniques from the Astral Beings, Beasts and The Twins. Though it would appear to the being that a long time has passed upon their return to the Prime Material Plane time may have passed far to the future or even to the past or in some cases time has not moved on at all. The Chronomancer are able to channel the Astral Plane through them no matter what Plane of Existance they are in, granting them great strength and power.
The Chronomancers
The Chronomancers follow a Chronomancy Timeline, Chronomancers who follow the Guardian Timeline are servants of the Time and Fate Deities who focuses on dealing and taking physical damage, Chronomancers who travel the Conjuror Timeline are servants of the Time and Fate Deities who focus on manipulating time to assist allies and hinder enemies. Chronomancers are rare but are often seen in pairs one in the Conjuror Timeline and another in the Guardian Timeline sent by their Deities to fix a rift in time or correct the course of history. To become a Chronomancer a mortal being must have gained the attention from The Twins and then pledged to spend eternity serving its Lords, once this happens the being is no longer mortal, their body will then travel the Timelines, Conjuror or Guardian.
Creating a Chronomancer
As you create a Chronomancer, think about what got you noticed by the Deities of Time and Fate and how you came to inhabit the Plane. Were you someone who looked too deep into Time and Fate magic or did the balance of the Astral Plane grasp your interest so you couldn't get it off your mind or were gifted Sorcerer who never thought that the passage of Time was just random or that things happened because of a greater reason? Maybe you were a warrior who also thought Time was on your side, being able to watch battles seem to unfold in slow motion or did you train to be so fast that all things around Moved slower than they should do? Did you happily give your soul for passage into the Astral Plane or were you ripped from your Plane of Existence and forced into the Astral Plane? Do you like your life in this form or do you want to return to your previous life?
- Quick Build
Chronomancers rely on their speed and smarts to survive in all situations. You can make a Chronomancer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity.
Class Features
As a Chronomancer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Chronomancer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Chronomancer level after 1st
- Proficiencies
Armor:
Weapons:
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, History, Insight, Investigation, Perception, Religion, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Gem of Time or (b) Weave of Fate
Level | Proficiency Bonus | Features | Chrono dice |
---|---|---|---|
1st | +2 | Astral Fighting, Astral Defense | 1d6 |
2nd | +2 | Blessing of Fate, Vortex Touch | 1d6 |
3rd | +2 | Timeline Feature | 1d6 |
4th | +2 | Ability Score Improvement | 1d8 |
5th | +3 | Languages of Time | 1d8 |
6th | +3 | Timeline Feature | 1d8 |
7th | +3 | ---- | 1d8 |
8th | +3 | Ability Score Improvement | 1d10 |
9th | +4 | Languages of Time | 1d10 |
10th | +4 | Timeline Feature | 1d10 |
11th | +4 | Languages of Time | 1d10 |
12th | +4 | Ability Score Improvement | 1d10 |
13th | +5 | Blessing of Time | 1d12 |
14th | +5 | Ethereal Movement | 1d12 |
15th | +5 | Timeless Body | 1d12 |
16th | +5 | Ability Score Improvement | 1d12 |
17th | +6 | ---- | 1d12 |
18th | +6 | Timeline Feature | 2d12 |
19th | +6 | Ability Score Improvement | 2d12 |
20th | +6 | Architects of Fate | 3d12 |
Importance of Selected Items
As of yet the Gem of Time and the Weave of Fate have no other importance other than their function as an arcane focus. I'm currently working on possible things about these items, such as they are the one of a pair and the other one is placed in the astral plane and the chronomancer can use the items as gate stones when used one is dropped in the current plane allowing you to be returned to it. However, i'm sure there are better ideas so i'll keep working on them.
Astral Fighting
Beginning at 1st level, you have learnt how to channel and compress the Astral Energy flowing all around you into solid matter. Taking an action, you can summon, dispel or change your active weapon. You are proficient with the weapons you can summon. At 1st level, you can use;
- Shortsword. 1d6 piercing. Finesse, light, chrono.
Any weapon summoned with this feature has the chrono property. A weapon with the chrono property does additional damage equal to your chrono dice, as shown in the Chronomancer table. The weapon automatically dispels at the end of the encounter, unless stated otherwise.
Astral Defense
Your form is not entirely solid, you constantly seem to flicker in and out of this plane. Beginning at 1st level, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. Additionally, you do not need to eat or drink.
Vortex Touch
Beginning at 2nd level, your body pulses with a blue Astral Energy which flows over you and everything that you are holding. Whenever you damage a target with a chrono-weapon (unarmed strikes by the chronomancer count as chrono-weapons) the target takes additional chrono damage as shown in the Chrono Dice column in the class table. This damage is included when calculating damage when you score a critical hit.
Blessing of Fate
The Being of Fate can be called upon to intervene with the natural order of time to assist with their hero. Beginning at 2nd level, once per long rest you gain an advantage on initiative rolls. At 7th level, you can use this ability once per short rest.
Timeline Feature
At 3rd level, you choose a Timeline to dedicate your very being to, all the Timelines are detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 6th, 11th, and 18th level.
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. As normal, you can't increase an ability score above 20 using this feature.
Languages of Time
The Gods of Time grant you some knowledge of the Ancient Languages. Starting at 5th level, you can learn one of the following languages; Abyssal, Celestial, Draconic, Deep Speech, Primordial or Sylvan. You can learn another language at 9th and 11th level.
Blessing of Time
At 13th level, as a bonus action you can call upon the Deity of Time and they will temporarily halt the flow of time around you while not slowing you.
Roll a d20 against a DC 10, if you succeed you can take another full turn straight after this one. On a failed save, take psychic damage equal to that of your chrono die as shown in the Chrono Dice column on the class table. (You may use this ability again but for each additional attempt the DC increases by 2 to a maximum of 20. This DC then resets after a short rest.)
Ethereal Movement
Beginning at 14th level, your feet seem to be hovering just above the ground. Your legs seem to faze through the ground meeting near to little resistance with roots, plants and other obstacles on the ground. You gain the ability to move along vertical surfaces and across liquids without falling during the move.
Timeless Body
At 15th level, having giving all of your material soul to the Twins of Time and Fate your body is no longer belong in the current time stream, and you no longer age and cannot be magically aged.
Timeless Body Variant
At 15th level, having given all of your material soul to the Twins of Time and Fate your body is no longer belong in the current time stream, and you no longer age and cannot be magically aged unless you will it. Once per day you can change the age of your physical appearance, giving you certain advantages and disadvantages in the situation, up to your DM's discretion.
Architects of Fate
At 20th level, the twins of Time and Fate appoint you to the Chrono Council and bestow upon you some of their reality bending power. If an attack you make with a weapon with the chrono property misses, you can instead make it a hit. Additionally, if you fail an ability check, you can treat the d20 roll as a 20. You also get the ability to stop time like the spell "Time Stop" for 1d6 rounds. Other Chronomancers aren't affected by this.
This feature cannot be used again until you finish a short or long rest.
Chronomancy Timeline
The Deities of Time and Fate select champions who aren't all the same, some are picked because they have delved in to casting Time-based magic and some because they have trained their bodies to move faster than what would usually be considered possible however, they tend to fit one of two Timelines.
Their Timeline is the only thing that allows one to learn information on the past life of the Chronomancer as they are a reflection of what they did in the material plane that caught the attention of the Deities.
Guardian Timeline
Back in the material realm those who follow the Guardian Timeline were some of the greatest fighters the world had seen. They were mortals who moved with un-human speed whose weapons could not be seen by the human eye, or they were mortals who had reaction times that just made everything around them appear to travel slower.
Those who enter this Timeline have dedicated to fight for the Deities as far as their mortal vessels can take them. This makes them fierce fights not retreating unless the Deities have told them so.
Astral Weaponry
Beginning at 3rd level, you gain the ability to manifest your astral weapon into some new forms that are unique to your timeline. You can summon two weapons as long as they have the light property for instance, you can summon two Shortswords or one Chrono Sword and one Chrono Shield. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can now summon;
- Greatsword. 2d6 slashing. Heavy, two-handed, chrono.
- Bow. 1d8 piercing.Ammunition (range 150/600), heavy, two-handed, chrono. This weapon is summoned with 15 Arrows.
- Shield. AC +2. Chrono.
Any weapon summoned with this feature has the chrono property. A weapon with the chrono property does additional damage equal to your chrono dice, as shown in the Chronomancer table. The weapon automatically dispels at the end of the encounter, unless stated otherwise.
Rift Heal
Beginning at 3rd level, you learn how to channel the Astral Energy of others into your own life essence. Once per encounter, when you deal chrono damage you gain 1 chrono dice of hitpoints as shown in the Chrono Dice column in the class table, this cannot exceed your maximum hit points.
Fighter of Time
The world seems to move slowly around you when you are in the heat of battle. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can take the Disengage action as a bonus action on your turn.
Chrono Plate
Beginning at 11th level, you channel the Astral energy from the environment around you providing a solidified layer of pure energy over your skin you gain a +2 to AC. Additionally, the armour also allows a minute essence of mystical Astral energy to flow through you, you gain the ability to cast a number of cantrips equal to your Intelligence modifier per day. You can use the Astral Light, Astral Barrier, and Time Stride cantrips (See chronomancer spell list). At 17th level you gain a +4 to AC.
Rapture
Beginning at 18th level, you can create raptures in the continuum of time. You have have a pool of 4 rift marks when you hit a creature with chrono weapon you may use a bonus action to mark the creature once (reducing your pool by one). Once you have 0 rift marks left in your pool you can take an action to damage all creatures that have been marked, all creatures that have been marked take 1 chrono dice (as shown in the Chrono Die column of the class table) + 1d12 for each mark on the creature. You regain all expended rift marks after you finish a long rest. When you reach 20th level in this class you have a pool of 6 total rift marks.
The Conjurer Timeline
Those who follow the Conjurer Timeline were known during their time on the material plane as great conjurers and manipulators of time and fate. The school of Chronomancy is often a forbidden practice hence why those who practice it draw the attention of the Deities
This path is for those who dedicate their time to the altering of both time and fate through magical means and if often tread by those not wishing to directly interfere with the stream of time but rather guide others on the correct path.
Level | Spells Known | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
3rd | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | 4 | 6 | 4 | 3 | — | — | — | — | — | — | — |
6th | 4 | 7 | 4 | 3 | 1 | — | — | — | — | — | — |
7th | 4 | 8 | 4 | 3 | 1 | 1 | — | — | — | — | — |
8th | 5 | 9 | 4 | 3 | 2 | 2 | — | — | — | — | — |
9th | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Astral Weaponry
Beginning at 3rd level, you gain the ability to manifest your astral weapon into some new forms that are unique to your timeline. You can now summon the following weapons;
- Dagger. 1d4 piercing. Finesse, light, thrown (range 20/60), chrono. If this weapon is thrown you must re-summon it back to use it again.
- Staff. 1d6 bludgeoning. Versatile (1d8), chrono.
- Crossbow. 1d6 piercing. Ammunition (range 30/120), light, loading, chrono. This weapon is summoned 15 Bolts.
Astral Spellcasting
At 3rd level, after spending most of what seemed like an eternity in the Astral Plane you have seen many magical entities bring forth and command the powers of the Plane. After observing these unearthly magical displays you have learned how to manipulate Astral Energy allowing you to delve into the magical arts. You can use spells from the Chronomancer Spells List.
- Astral Cantrips
At 3rd level, you know three 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 Conjurer Timeline Spellcasting table.
- Spell Slots
The Conjurer Timeline Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these chronomancer 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
You know four 1st-level spells and two 2nd-level spells of your choice from the chronomancer spell list.
The Spells Known column of the Conjurer Timeline Spellcasting 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 4th 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 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. The chronomancer spell list is detailed at the end of the class description.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Chronomancer spells since the power of your magic relies on your ability to recall the actions and teachings of the creatures on the Astral Plane.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Astral Infusion
At 6th level, the Gods of Time and Fate strengthen your link to the Astral Plane, you feel the Astral Energy at your control increase in power, every spell you cast just feels like an extension of your own body. You can now cast a second spell when you take an action to cast a spell.
Shifting Form
At 11th level, you can use your ability of how Astral Energy works to change how the world perceives you. You form seems to shimmer and shift almost like you aren't where it appears you actually are. Any attack against you has disadvantage until you are hit, once you are hit you can't shift your form until your next turn.
Planar Walk
At 18th level, you have gained the ability to stop time at a molecular level. You can pause time for the particles at your feet allowing you to walk on air. You now have a fly speed equal to your movement speed and you can hover in place as long as you are conscious. Additionally, your movement speed is doubled.
Chronomancer Spell List
- Oth Level
Astral Light
Temporal Rift
Astral Barrier
Vortex Gaze
Time Stride
Time Shift
- 1st Level
Weight of 1000 Years
Rift Balance
Summon Astral Beast
Eyes of Time
- 2nd Level
Eyes of Fate
Ancient Path
Astral Tether
- 3rd Level
Column of Time
Astral Guardian
Accelerate Self
Accelerating Sphere
- 4th Level
Aura of Fate
Split Causality
Veil of Compressed
Astral Release
- 5th Level
Astral Communication
Time Trap
Astral Entity
- 6th Level
Energy Sight
To Ashes
- 7th Level
Astral Shift
Time Restoration
- 8th Level
Rapture
- 9th Level
Pillars of Time
Planar Superposition
Severed Rift
Stop time
Chronomancer Cantrips
Astral Light
0th level Evocation.
Casting Time: 1 Action.
Range: 120 feet.
Components: S.
Duration: Concentration
By gently waving your hand in a circular motion four small blue orbs of Astral energy form in your hand. The Astral Energy is a light source that sheds dim light in a 10-foot radius. You can have the light hover by you or take a bonus action to move them together up to 60 feet or move them 20 feet individually. The lights return to the pure Astral Energy when they exceed the spells range and become snuffed out.
Temporal Rift
0th level Abjuration.
Casting Time: 1 Action.
Range: 120 feet.
Components: S.
Duration: Rounds equal to your Intelligence modifier.
You raise a free hand with an open palm towards the target as your turn your hand over a light blue orb starts to form in your palm. You then turn your palm back at the target and push towards it releasing the orb, it vanishes as it travels through the air and then appears around the targets feet. The floor around the target starts to continuously change age in a cycle of young to old to young again. Target must make a Constitution save if it fails the target's movement is halved and all Chrono damage done against it is doubled.
Astral Barrier
0th level Abjuration.
Casting Time: Reaction.
Range: Self.
Componenets: S.
Duration: Instantaneous.
As you notice an attack heading towards you a Shield of Astral Energy forms between you and your attacker adding extra resistance to the weapon swing. Make a DC 15 Constitution check if you succeed reduce the damage by a Chrono Dice.
Vortex Gaze
0th level Abjuration.
Casting Time: 1 Action.
Range: Line of Sight.
Components: S(must be visual).
Duration: 1 Round.
Not many have seen what you have seen in the Astral Realm, you have seen cities form in seconds, creatures age in reverse you have even gazed into Time itself. All these memories remain in your eyes burning like an un protected fire. The target is forced to look into your eyes and is shown a image of the Vortex itself target must make a Wisdom save or target is stunned.
Time Stride
0th level Abjuration.
Casting Time: 1 Action.
Range: Your movement speed.
Components: S.
Duration: Instantaneous.
You can slow time drastically for all other creatures but yourself. This allows you to move while all other creatures are frozen in time as if you teleported. This does not take up your movement. Before using this you must make a DC 10 Constitution save, each consecutive use of this ability increases the save DC by 2 to a max of DC 20. On a failed save take psychic damage equal to that of your Chrono die.
Time Shift
0th level Evocation.
Casting Time: 1 Action.
Range: Touch.
Components: V, S.
Duration: Instantaneous.
You have mastered the manipulation of small segments of time during an encounter you can close your eyes and, muttering a few words, shift the fabric of time. The air shifts around all involved as time returns to the instant before combat. The entire party can re roll initiatives (Must be cast at the first round of an encounter, can only be used once a day).
Chronomancer Spells
Weight of 1000 Years
1st level Chronomancer.
Casting Time: 1 Round.
Range: 60 feet.
Components: V, S, D.
Duration: Instantaneous.
You close your eyes and focus on the Vortex of Time condensing the memories of the past millennia into a single thought. When you open your eyes you gesture above the target and then snap your hand down as all these thoughts and memories are solidified and is forced upon the target. The target is hit with agonising mental damage, they take Chrono-damage and must make a Strength save or be made prone.
Rift Balance
1st level Chronomancer.
Casting Time: 1 Round.
Range: 30 feet.
Components: S, D
Duration: Instantaneous.
Chronomancers are tasked with keeping balance in the Astral Plane, whenever you remove something, something must take its place. You raise your hand at the target as the targets Astral energy flows out of them and to your hand, you then raise your other hand at another target and the energy flows through both your hands and the Astral energy passes from your second hand into the second target. The first target must make a Constitution save or take Chrono-damage, you can then heal another target by the same amount.
Summon Astral Beast
1st level Chronomancer.
Casting Time: 1 minute
Range: 10 feet
Components: S, V, D
Duration: Instantaneous
As you close your eyes and reach one hand out in front of you, you say the Astral words for Beast, and Astral. Blue Astral Energy sparks from your hands and the surrounding area as a small dog like form materialises in an empty space in front of you. The Astral Beast has the statistics of a Blink Dog with 30 hit points.
The Astral Beast remains with you until its hit points reach 0 or you choose to release it. When you release it or it died it releases a flash of harmless Astral Energy and vanishes. You can cast this multiple times and have multiple Astral Beasts at your service.
The beast acts independently of you and rolls its own initiative in combat. As an additional action you can look through its eyes and gain any other special senses the beast has. You can also cast spells through the beast as if it had cast it.
Eyes of Time
1st level Chronomancer.
Casting Time: 1 minute
Range: Self
Components: S, V
Duration: Concentration, up to 1 minute
After requesting assistance from the Lord of Time you temporarily have access to the knowledge of the entire history of this world. For the duration of the spell you can accurately recall any fact from the world’s history and cannot fail Intelligence (History) checks.
Eyes of Fate
2nd level Chronomancer.
Casting Time: 1 minute
Range: Self
Components: S, V
Duration: Concentration, up to 1 minute
After requesting assistance from the Lady of Fate you temporarily have access to the knowledge of the intentions of all the people in this world. For the duration of the spell you can accurately tell what a creatures intentions are and cannot fail Wisdom (Insight) checks.
Ancient Path
2nd level Chronomancer.
Casting Time: 1 action
Range: Self
Components: S, D
Duration: Concentration, up to 1 hour
You wave your hand across the footprints behind you as you encourage the time around them to speed up leading to complete cover of the footprints. Once this spell is cast you and everyone within 30 feet of you cannot leave footprints or any other scent, it is impossible to track you.
Ancient Tether
2nd level Chronomancer.
Casting Time: 1 action
Range: Touch
Components: S
Duration: 24 hours
Closing your eyes you feel the Astral lay lines flowing all around you. Opening your eyes your reach forward and touch an object or a creature and attach a lay line to the object. While this spell is active, you can always find your way back to mark by following the Astral lay lines flowing from it to you.
At higher levels, When you cast this spell using a spell slot of 4th level or higher, the duration increases by 24 hours per two spell slots above 2nd.
Column of Time
3rd level Chronomancer.
Casting Time: 1 round
Range: Self
Components: S, V, D
Duration: 1 hour
You raise your hand and open it up towards the sky as Astral Runes start to form around your feet. You create a cylinder of radius 10 feet and height of 20 feet around where you are standing, you control the Flow of Time in this Column. Select one of the following types of creature; celestials, elementals, fey, fiends, or undead. The Column of Time affects the creature in the following ways:
- The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
At higher levels, when you cast this spell using a spell slot of 4th level or higher, you can select one additional type of creature for each spell slot level above 3rd.
Astral Guardian
3rd level Chronomancer.
Casting Time: 1 action
Range: Self
Components: S, V, D
Duration: Concentration, up to 1 minute
Calling for assistance from the Astral Plane an Ethereal apparition of a Guardian Form Chronomancer materialises in front of you.
The apparition will not attack any friendly creatures however, any hostile creatures that move through the apparition’s space must make a Dexterity saving throw, taking 2d12 Chrono damage on a failed save or half as much on a successful one.
At higher levels, When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Accelerate Self
3rd level Chronomancer.
Casting Time: 1 action
Range: Self
Components: V, D
Duration: Concentration, up to 1 minute
Uttering the Astral words for Time and Accelerate you feel your own localised time field speed up, to you the world seems to be moving at a snail’s pace.
Feeling this shift in speed, your movement speed is doubled for the duration and you gain an additional action.
Accelerating Sphere
3rd level Chronomancer.
Casting Time: 1 action
Range: 5 feet radius centred on the caster
Components: V, D
Duration: Concentration, up to 1 minute
Uttering the Astral words for Time and Accelerate and Other you slam your *Astral Weapon* into the ground as everything near you seems to speed up the remainder of the world flowing slowly in comparison.
All creatures, other than yourself, within the radius of the spell double their movement speed and gain an additional action as well as advantage on Dexterity saving throws.
Aura of Fate
4th level Chronomancer
Casting Time: 1 action
Range: 15 feet radius centred on the caster
Components: V, S, D
Duration: 3 rounds
Uttering the Astral words for Fate and Heal you slam your Astral Weapon into the ground and a light-blue aura radiates from the ground. The Astral Energy within the sphere flies to the open wounds of any friendly creatures near by.
Roll your Chrono dice, all friendly creatures, other than yourself, within the radius of the spell gain hit points equal to your roll each of your turns for the duration of the spell.
Split Causality
4th level Chronomancer.
Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: Instantaneous
Using the Astral Energy that flows around all creatures you can temporarily split the conscious mind from the instinctual mind.
All creatures within a 10-foot radius of a point in range must make a Wisdom saving throw, any creature that fails its save must on its next turn attack the closest creature to it, friend or foe. If a creature fails the save it can break the spell by taking Chrono damage equal to the Chrono damage shown on the class table.
Veil of Compressed Time
4th level Chronomancer.
Casting Time: 1 action
Range: Self
Components: S, V, D
Duration: 1 hour
Closing your eyes and outstretching your arms and muttering a few Astral words an blue glow envelops your entire body, this extra layer constantly shifts to where any impact is found. When a weapon successfully hits the veil it releases a small amount of stored energy in a miniature explosion.
Once this spell has been cast, your AC increases by 5 additionally, once you have been hit the target must make a Constitution saving throw or it takes Chrono Damage equal to your Chrono Damage Dice shown on the class table. The damaging effect can only be used once per round.
At higher levels, When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by an additional hour for each spell slot level above 4th.
Astral Release
4th level Chronomancer.
Casting Time: 1 reaction, which you take in response to being dropped to 0 or fewer hit points by any creature
Range: Self
Components: S, V , D
Duration: Instantaneous
With your last conscious breath you mutter the Astral words for explosion and end and as your vision fades to black, your body suddenly erupts with a vast amount of energy damaging any creature within a 15-foot radius of you.
All creatures within 15 feet of you must make a Wisdom or Dexterity saving throw (creatures decision), all creatures that fail the save take 2 x your Chrono damage die, half if a successful save is made.
At higher levels, When you cast this spell using a spell slot of 5th level or higher, the damage increases a Chrono damage die for each spell slot level above 4th.
Astral Communication
5th level Chronomancer.
Casting Time: 1 minute
Range: Self
Components: S, V
Duration: 1 minute
You split a gateway to the Astral Plane and standing on the other side are the Twins of the Astral plane, they bow gently awaiting your questions. Contacting this extra planar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failed save, you can't will the gateway to remain open so it snaps close and dispels some Astral Energy you take Chrono damage equal to your Chrono damage die shown on the Astral Form Chronomancer class table.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
Time Trap
5th level Chronomancer.
Casting Time: 1 action
Range: 120 feet
Components: S, V, D
Duration: Concentration, up to 10 minutes
Raising your hand and pointing an open palm at a target in range you mutter the Astral words for Time, Stop, and Trap as a dome of Astral Energy forms around your target, time within the dome has stopped flowing.
The hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the sphere cuts through a creature’s space when it appears, the creature is pushed to one side of the sphere (your choice which side).
All enemy creatures within the sphere must make a Wisdom saving throw, on a failure the creature is stunned. The creatures may make another save at the start of each turn it is trapped in the sphere. The sphere is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Astral Entity
5th level Chronomancer.
Casting Time: 1 action
Range: Self
Components: S, D
Duration: Concentration, up to 1 minute
You close your eyes and focus on the Astral Energy around you as your form slowly starts to dissipate in blue flashes until you completely leave the material plane.
You turn invisible and cannot be damaged, you remain in this state until you choose to take an action to dispel it or the spell ends. You cannot attack while in this form additionally only creatures with truesight can locate your position they can still not damage you however.
Energy Sight
6th level Chronomancer.
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 hour
Having spent a long time in the Astral Plane and studying Time and Fate you tend to ignore the Astral Energy flowing around you unless you require it for your magic. Actually focusing on the flow of Astral Energy and the Lay Lines allows you to see everything in its purest form.
You gain truesight for the duration of this spell, you can also detect doors hidden by magic and can see into the Ethereal and Astral plane for up to 120 feet.
To Ashes
6th level Chronomancer.
Casting Time: 1 action.
Range: Self
Components: S, V, D
Duration: Instantaneous
Closing your eyes and reaching a hand forward towards a target within range you mutter the Astral words for Time, Accelerate, and End as dark blue light beams out of your hand towards the target, the target must make a Dexterity or Constitution save (its choice) on a failed save the target takes 4 x your Chrono damage die as shown in the Astral Form Chronomancer class table plus an additional 40 Chrono damage.
If this brings the target to 0 Hit points they are disintegrated and turned into ash. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
At higher levels, When you cast this spell using a spell slot of 7th level or higher, the additional Chrono damage increases by 5 for each slot level above 6th. (E.g. at 7th level you do 4 x Chrono dice + 50 damage)
Astral Shift
7th level Chronomancer.
Casting Time: 1 action
Range: Touch
Components: S, V.
Duration: Instantaneous
Uttering the Astral words for Gate, and Astral you and up to eight willing creatures who link hands in a circle are transported to the Astral plane of existence. You appear in a temple which has 19 different coloured gates allowing you to travel to any other plane. You know what colours lead where.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Time Restoration
7th level Chronomancer.
Casting Time: 1 round
Range: 30 feet radius centered on the caster
Components: S, V, D
Duration: Concentration
You utter the Astral words for Time, Rewind, Restore, and Life as you raise your hand to the sky. Blue energy starts to flow into the dead body of any creature your wish to resurrect.
This spell takes multiple rounds of concentration for each round you continue to concentrate on controls the outcome of the dead creature;
- 1 round: On the following turn after you cast this spell all the creatures that you wish to resurrect are brought back to 1 hit point.
- 2 rounds: If you concentrate on this spell for another round after it has been cast all the creatures are now returned to half hit points however, you gain one point of exhaustion.
- 3 rounds: If you concentrate for 3 rounds all the creatures are brought to full hit points however, you gain two points of exhaustion.
At higher levels, When you cast this spell using a spell slot of 8th level or higher, the number of rounds taken for a full restoration is decrease by 1 as well as the level of exhaustion for each slot level above 7th.
Rapture
8th level Chronomancer.
Casting Time: 1 action
Range: 60 feet
Components: S, V, D
Duration: 1 minute
You summon your Astral weapon and strike it diagonally down in front of you muttering the Astral word for Rapture. At a point you select within range a rip in the Time Vortex appears bleeding pure Astral Energy in a 30-foot long, 10-foot wide line or a sphere of 20-foot radius, the sphere or the line remains until the end of the spells duration.
This area is now considered difficult terrain, any creature that starts or ends its turn in the Vortex must make a Wisdom saving throw on a failed save the creature is afflicted with short term madness for 1d10 minutes. If a creature already has short-term madness he now has long-term madness for 1d10 x 10 hours and if a creature already has long-term madness he or she is made indefinitely mad (Ask the DM to roll from the madness tables on page 259-260 in the Dungeon Masters Guide).
Pillars of Time
9th level Chronomancer.
Casting Time: 1 round.
Range: 120 feet
Components: S, V, D
Duration: Instantaneous
You chant the Astral words for Time, Fate, Epoch, Aeon, Young, and Old as you wave your hand in the direction which you are casting the spell at. A 20-foot radius circle appears, surrounded by 6 pillars, centred at a point within range, every creature within this 20-foot circle must make a Wisdom saving throw on a success the creature is considered restrained, on a failure the creature must roll a d6 and suffer an effect described by that number:
- 1: Time
The creatures' time seems to flow slowly while everything else continues at its normal rate. The affected creature's speed is halved and can only take one action in a turn (i.e. it can move or attack) for rounds equal to your Intelligence modifier. The creature also takes your Chrono Dice of damage.
- 2: Epoch
The creature is ripped through time to the start of the Universe, it experiences the mass release of energy that surges through its body, it takes 30d6 radiant damage.
- 3: Young
The creatures body is forced through a rapid de-aging process, it rolls a d4 the following effects happen depending on the number rolled
1-2 The creature is aged to Young (-1 to all mental skills, +1 to Dexterity)
3-4 The creature is aged to Child (-2 to all mental skills, +2 to Dexterity)
- 4: Old
The creatures body is forced through a rapid aging process, it rolls a d4 the following effects happen depending on the number rolled
1 The creature is aged to Middle Age (-1 to all physical skills, +1 to all mental skills)
2 The creature is aged to Old (-2 to all physical skills, +1 to all mental skills)
3 The creature is aged to Venerable (-3 to all physical skills, +2 to all mental skills)
4 The creature is aged to Maximum age, it must make a constitution save on a fail the creature has died of old age.
- 5: Aeon
The creature is petrified and must make a Constitution saving throw, on a failure the stone form of the creature weathers and cracks up falling to the floor in multiple parts.
- 6: Fate
The creature gets a glimpse at its end, the creature is now frightened and must now make an Intelligence saving throw, on a failure the creature takes 30d6 necrotic damage or half as much on a success.
Planar Superposition
9th level Chronomancer.
Casting Time: 5 Rounds.
Range: 50 feet radius centred on caster.
Components: S.
Duration: Instantaneous
You close your eyes and extend your arms by your sides you start to levitate 20 feet into the air. A circle of light blue Astral Energy forms centred on you. The land in the circle starts to shift and change as the part of the Astral Plane breaks into the current Plane of Existence once the Astral plane fully breaks through, with a pulse of energy a sphere expands out of you and all hostile targets within the Astral Plane are rapidly aged to dust. You then return to the original Plane of Existence and the Astral Plane starts to fade.
When you use this ability, you can bring a small section of the Astral Plane into the current Plane of Existence. All hostile creatures within the radius must make a Constitution save. On a failed save, if the creature has less than 50 hit points they are reduced to 0 hit points, if the creature has more than 50 hit points they take 10d10 damage. Half damage on a successful save.
This ability is treated like a spell, for all intents and purposes (i.e. can still be counter spelled) but it does not expend a spell slot and cannot be prepared.
Severed Rift
9th level Chronomancer.
Casting Time: 5 rounds.
Range: Self
Components: S.
Duration: Instantaneous
You feel the Astral Energy flowing through every ounce of your body, your weapons glow with a fierce blue light. You feel the deities empowering your weapon, each attack you make during the casting time has advantage and all Chrono damage you do is doubled. Each strike you make leaves the target with a rift cut into them, Rift marking them.
For rounds 1-4 of the casting time you continue your turn as per usual but every target you hit become marked. These marks can be stacked by hitting the same target multiple times. On the final round of the casting time you slam your weapon down to the ground, on doing so the ground splits open and sends arcs of rift energy towards each marked target. Every marked target much make a Strength or Constitution saving throw (targets choice) DC 20 however, for each mark a target has above 1, the DC increases by 2. On a failure, if the marked creature has less than 50 hit points is reduced to 0 hit points, else the target takes 5d10 + 1d10 per Rift mark on the target and is restrained for 2 rounds. Half damage on a made save and target is still restrained.
This ability is treated like a spell, for all intents and purposes (i.e. can still be counter spelled) but it does not expend a spell slot and cannot be prepared.