Timekeeping Chronomancer (5e Class)
The Timekeeper
The human stood behind his allies, carefully observing the battle unfolding in front of him. The undead creature swung its sword in the direction of one of his allies with a quick flick of his hand a barrier of blue astral energy surrounded his friend, the undead's blade sliding harmlessly of the shield. After which he mutters some words and slams his staff into the ground as blue energy flowed from it into his allies. He could see by their expressions that they suddenly felt a wave of energy flow over them as they stood up, the battle now in their favor.
The dwarf had found his way to the heart of the enemy standing before him, the mastermind of all the events. He raises his hand and aims it at the Warlord in front of him, and smiles as he reaches into the astral weave and finds his thread and then plucks the thread. The warlord now stands looking at his own figure, no longer of the prime material plane, he looks up at the dwarf fear in his eyes as the dwarf snatches the thread from the true timeline, erasing his existence on this current timestream.
The group of bandits approached the elf weapons drawn getting ready to strike. The elf smiled as she traced her hand in a line straight down in front of her as she ripped open a doorway into the vortex of time. These not very intelligent creatures were unable to draw their gaze from the rift. When the rift faded she remain and look over the bandits, some who met her gaze quickly turned and ran, the others seemed enthralled by her, she uttered some words of command and her new followers quickly obeyed.
Timekeepers are followers of Time and Fate who have been gifted power over the astral energy allowing for the manipulation of time on a greater stage than its guardian counterpart. They focus on the manipulations of energies that surround everything, following their orders to maintain the timeline. They let their control of time aid them and hinder their enemies. Although, meddling with time is a tough ordeal hence chronomancers are very rare.
Creating a Timekeeper
As you create a timekeeping chronomancer, think about what got you noticed by Time and Fate. Were you one of the far walkers who discovered the Astral Sanctum? Were you someone who always felt that time was on their side for some reason? Did you look too deep into the school of time manipulation? Did you seek Time and Fate?
Did you accept the role of the timekeeping chronomancer happily? Or did you purposely try to grab the attention of the gods to be selected as a timekeeping chronomancer? Or were you rather forcefully ripped from your normal life? Do you wish to return to your previous life?
- Quick Build
You can make a timekeeping chronomancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the cloistered scholar or sage background
Class Features
As a Timekeeper you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Timekeeper level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Timekeeper level after 1st
- Proficiencies
Armor: None
Weapons: dagger, dart, sling, quarterstaff, light crossbow
Tools: None
Saving Throws: Wisdom, Constitution.
Skills: Choose any 2 from Arcana, History, Insight, Medicine, Nature, and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- astral focus
- (a) a scholar's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d4 x 10gp in funds.
Level | Proficiency Bonus | Cantrips Known | Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | 3 | Spellcasting, Unarmored Defense | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 4 | Timeline, Psychometry | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 4 | — | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 4 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 5 | — | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 5 | Timeline Feature | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 5 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 5 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 5 | Timeline Feature | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 5 | Timeline Feature, Langauges of Time | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 5 | Planar Walk, Timeless Body | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 5 | Astral Infusion | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
After focusing on the school of time, or chronomancy, you can cast spells that change the very order of time and can manipulate the astral energies that surround all things in the multiverse to your will. See chapter 10 in the player's handbook for the general rules of spellcasting and see the end of this document for the chronomancer spell list.
Cantrips
At 1st level, you know 2 cantrips of our 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 Timekeeper table.
Preparing and Casting Spells
The Timekeeper 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.
You prepare the list of chronomancer spells that are available for you to cast, choosing from the chronomancer spell list. When you do so, choose a number of chronomancer spells equal to your Wisdom modifier + your timekeeper level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level timekeeper, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *charm person*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of chronomancer spells requires time spent in prayer 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 magic draws upon your knowledge of the timelines and recalling what events you can change and what events you must never alter.
- Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.
- Spell Attack Bonus = your proficiency bonus + your Wisdom modifier.
Ritual Casting
You can cast a chronomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use an astral focus as a spellcasting focus for you chronomancer spells.
Unarmored Defense
Beginning at 1st level, astral energy covers your body creating a layer of protection. While you are not wearing any armor or wielding a shield, your AC equals 4 + your Dexterity modifier + your Wisdom modifier + proficiency bonus.
Timeline
At 2nd level, you dedicate yourself to a timeline to protect and maintain: The Righteous Timeline, the True Timeline, or the Corrupted Timeline, all detailed at the end of the class description. Your timeline grants you features at 2nd level and again at 6th, 10th, and 14th level.
Psychometry
Starting at 2nd level, you can touch an object or creature and get a temporary glimpse into its past. By focusing on an object or creature for 10 minutes you gain insight into its past. You can ask the DM a number of questions equal to your Wisdom modifier about the past of the object or creature. The DM gives a truthful answer but from the perspective of the object or creature.
Once you use this feature you can't use it again until you finish a long rest.
Timelines
A chronomancers job is to maintain the timeline but the ideal timeline is different from chronomancer to chronomancer. There are three main timelines, these are called the Prime Timelines, these timelines tend to reflect the chronomancers personality before they were selected by the twins of Time and Fate to serve them. A chronomancer needs to choose a timeline to follow only upon reaching 2nd level.
Languages of Time
Starting at 14th level, you can peer into the timeline and see how languages have come to be allowing you to understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Planar Walk
At 18th 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.
Timeless Body
Starting 18th level, your body no longer remains to this time stream, you no longer age and cannot be aged magically. In addition, you no longer need food or water.
Astral Infusion
At 20th level, astral energy flows through your body like blood amplifying your ability to cast spells. If you use your action to cast a spell, you can cast a second spell of 2nd level or lower as a bonus action. When you do so you can't do so again until you finish a short or long rest.
The Righteous Timeline
Timekeepers who walk the Righteous Timeline strive to maintain the most positive timeline, they wish to create the best timeline for all living creatures. They focus on manipulating the astral energy to protect themselves and allies. Chronomancers who follow this timeline are usually of the good alignment.
- Defenders Shield
When you start your path down the Righteous Timeline at 2nd level, you put the lives of your allies before your own. When an ally you can see within 30 feet of you is targeted by an attack you can use your reaction to expend a spell slot of 1st-level or higher in order to increase the target's AC by 5 until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses of this feature after you finish a short or long rest.
- Timeline Spells
Your connection to the astral energy allows you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to timeline spells connected to your timeline choice.
Timekeeper Level | Timeline Spells |
---|---|
3rd | enhance ability, protection from poison |
5th | aura of vitality, remove curse |
7th | death ward, stoneskin |
9th | greater restoration, mass cure wounds |
Once you gain access to a timeline spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the chronomancer spell list, the spell is nonetheless a chronomancer spell for you.
- The Righteous Cause
Beginning at 6th level, you can bolster the resolve of your allies. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier.
Once you use this feature, you can't use it again until you complete a short or long rest.
- Resistance of Time
Starting at 10th level, you can cause astral energy to surround a creature protecting it against the weathering of time and combat. Choose one damage type when you finish a short or long rest. A creature that you touch gains resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silvered weapons ignores this resistance.
- Righteous Spell
Starting at 14th level, your connection to the astral energy seems to strengthen when you cast a spell to aid an ally. Whenever you cast a spell that would heal creatures other than yourself, you can have the creature regain the maximum number of hit points possible from the healing spell. Additionally, each target has advantage on Wisdom saving throws and death saving throws for 1 minute.
You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses of this feature once you finish a long rest.
The True Timeline
Those who walk the True Timeline know that in order for life to continue advancing there must be balance in life and death, good and evil. The chronomancers who follow this timeline aim to maintain balance, they focus on being able to manipulate the astral energy to damage and harm those who risk disrupting the timeline. These chronomancers are often true neutral alignment, for every wrong there is a right and vice versa.
- Temporal Tremor
You are spatially attuned to the disruption of time through the True Timeline. Starting at 2nd level, you can focus this disruption on a single target of your choice. You can use your reaction to select one creatue that you can see that is within 30 feet of you, when you do so the target can't take an action this turn. Using this ability, you are considered stunned for your next turn as you must give something away in order to take from another.
Once you use this feature, you can't use it again until you finish a long rest.
- Timeline Spells
Your connection to the astral energy allows you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to timeline spells connected to your timeline choice.
Timekeeper Level | Timeline Spells |
---|---|
3rd | hex, scorching ray |
5th | hunger of Hadar, Melf's minute meteors |
7th | banishment, blight |
9th | flame strike, hold monster |
Once you gain access to a timeline spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the chronomancer spell list, the spell is nonetheless a chronomancer spell for you.
- Astral Enhanced Spells
Beginning at 6th level, when you finish a short or long rest you can selected a damage type: fire, force, lightning, psychic, or necrotic. Whenever you cast a spell of 1st level or higher that deals damage of the type you selected, you add your Wisdom modifier to that damage.
- Astral Form
Starting at 10th level, you gain the ability to enter a semi-ethereal state while moving.
When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
- Erase
At 14th level, you learn how to remove unwanted threads from the True Timeline's web of fate. As an action, you mark a target it must make a Constitution saving throw. On a failed save the target takes 10d10 psychic damage or half as much on a success, as you remove them from the current timeline. If a target is brought to 0 hit points by this feature it dies.
Once you use this feature you can't use it again until you finish a long rest.
The Disordered Timeline
Timekeeping Chronomancers who tread the Disordered Timeline respect the chaotic nature of the time vortex itself. They gain their power from manipulating the vortex, which is a dangerous thing to meddle with. They manipulate the vortex to allow them to control others and to affect their minds. Timekeeping Chronomancers who follow this timeline are often of chaotic alignment.
- Mental Amendment
When you start along this timeline at 2nd level, you allow some power from the vortex flow into you which allows you to minutely change the minds of other creatures. When you touch a creature you can release some of your vortex energy in to their mind. For 1 minute, you can either make their perception of you either endearing or nightmarish. If you choose to appear endearing you gain advantage on any Charisma (Persuasion) checks for the duration. If you choose to appear nightmarish, you gain advantage on any Charisma (Intimidation) checks made against the creature for the duration.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Timeline Spells
Your connection to the astral energy allows you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to timeline spells connected to your timeline choice.
Timekeeper Level | Timeline Spells |
---|---|
3rd | crown of madness, suggestion |
5th | fear, feign death |
7th | confusion, phantasmal killer |
9th | dominate person, geas |
Once you gain access to a timeline spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the chronomancer spell list, the spell is nonetheless a chronomancer spell for you.
- Glimpse of the Mind
Starting at 6th level, when you charm a creature you quickly get a glimpse into its mind, learning certain information about its abilities. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Current hit points
- Total class levels (if any)
Or you can find out one of the following:
- Highest ability score
- Lowest ability score
- Spellcasting ability (if any)
Once you use this feature, you can't use it again until you finish a short or long rest.
- Vortex Soul
At 10th level, you can release the vortex energy that flows through your body allowing it to affect the minds of creatures around you. As an action, you can infect the minds of creatures around you for 1 minute. When you do so, choose a number of creatures you can see within 30 feet of you, up to a number equal to half your timekeeper level rounded down.
For each creature you have chosen roll a d20, if you roll 11 or more the creature sees you as a loved one and must make a Wisdom saving throw or be charmed by you. A creature charmed by this feature must use its movement to move towards you. If a 10 or lower is rolled, the creature sees you as a horror from its past and must make a Wisdom saving throw or be frightened of you for the duration.
At the end of the targets turn or when the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the target is no longer affected and can't be frightened or charmed by you for 24 hours.
Once you use this feature, you must finish a long rest before you can use it again.
- Charmed Focus
At 14th level, you can use a charmed creature as a focus for your magical power. Before you cast a spell of 2nd level or lower, if there is a creature charmed by you within 10 feet of you that you can see, you can attempt to use its magical energy to support your own. The charmed creature must make a Wisdom or Intelligence saving throw (your choice). A creature with no spellcasting abilities automatically succeeds on this saving throw. On a failed save, the charmed creature loses the spell slot instead of you and the spell is still cast. On a successful save, you must expend the spell slot and the creature is no longer charmed by you.
Once you use this feature, you can't use it again until you must finish a short or long rest.
Chronomancer Spell List
- Cantrips
blade ward, control flame, create bonfire, dancing lights, eldritch blast, fire bolt, guidance, light, mage hand, mending, minor illusion, prestidigitation, produce flame, sacred flame, spare the dying, sword burst, thaumaturgy, true strike.
- 1st Level
alarm, arms of hadar, bless, burning hands, charm person, command, comprehend languages, cure wounds, dissonant whispers, earth tremor, expeditious retreat, false life, guiding bolt, hellish rebuke, inflict wounds, magic missile, shield, sleep, hideous laughter, witch bolt
- 2nd Level
aganazzar's scorcher, aid, barkskin, cloud of daggers, continual flame, crown of madness, detect thoughts, enhance ability, flaming sphere, heat metal, hold person, maximilian's earthen grasp, mirror image, moonbeam, phantasmal force, prayer of healing, protection from poison, ray of enfeeblement, scorching ray, spike growth, spiritual weapon, suggestion
- 3rd Level
aura of vitality, beacon of hope, call lightning, counterspell, daylight, dispel magic, fear, feign death, fireball, haste, hunger of hadar, lightning bolt, magic circle, mass healing word, melf's minute Meteors, slow, speak with dead, spirit guardians, tongues, vampiric touch
- 4th Level
banishment, blight, compulsion, confusion, death ward, divination, black tentacles, freedom of movement, guardian of faith, hallucinatory terrain, ice storm, private sanctum, phantasmal killer, stoneskin
- 5th Level
commune, contact other plane, creation, dream, flame strike, geas, hold monster, legend lore, mass cure wounds, mislead, modify memory, raise dead, reincarnate, scrying, telekinesis, teleportation circle
- 6th Level
arcane gate, Bones of the Earth, chain lightning, circle of death, create undead, disintegrate, eyebite, find the path, flesh to stone, mass suggestion, irresistible dance, primordial ward, sunbeam, true seeing, word of recall
- 7th Level
etherealness, finger of death, magnificent mansion, plane shift, regenerate, resurrection
- 8th Level
clone, earthquake, feeblemind, maze, sunburst
- 9th Level
astral projection, foresight, gate, imprisonment, time stop, true resurrection, weird, wish
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes