School of Chronomancy

by BioOnPC

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School of Chronomancy

Attempts to blend the techniques of the schools of transmutation and divination occasionally lead to chronomancers; wizards who come to understand the flow of time, and work to change it. By manipulating the Weave, chronomancers are able to rewrite brief periods of time for more favorable outcomes, and often pull from other parallel timelines to twist fate.

Chronomancy Training

When you choose this tradition at 2nd level, you can use a handheld timepiece as a spellcasting focus, and you always know the number of hours left before the next sunrise or sunset. Additionally, you gain proficiency in the History skill.

Rewind Arcana

At 2nd level, you learn to reverse time briefly in the face of failure. When you cast a spell on your turn that requires an attack roll or saving throw and all of the targets are unaffected by the spell, you can use your bonus action to undo the casting of that spell. The spell immediately ends and has no effect, and you regain the action used to cast the spell. You do not regain the spell slots used in the casting of the spell.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Credits

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Artwork: Timecrafting by Volkan Baga

Dual Chronomancy

At 6th level, you add the haste and slow spells to your spellbook. If either spell would already be in your spellbook, you can add another transmutation or divination spell to your spellbook instead. When you cast haste or slow, you can use your bonus action to cast the other spell. You must expend a spell slot as normal.

Erase Arcana

Starting at 10th level, your understanding of time allows you to erase the actions of others. When a creature you can see within 30 feet of you takes an action or bonus action, you can use your reaction to force the creature to succeed on a Wisdom saving throw, wasting the action it was attempting to use on a failed save. You can choose to use this feature after the action is decided, but before any of its effects occur.

Once you use this feature, you can't do so again until you finish a long rest.

Alternate Timeline

When you reach 14th level, you've grown powerful enough to switch places with yourself from another timeline in moments of need. When you would be reduced to 0 hit points or killed, you can choose to regain all of your hit points and teleport up to your walking speed to an unoccupied space you can see. If you do so, your race changes as if you had been reincarnated using the reincarnate spell.

Once you use this feature, you can't do so again until you finish a long rest.

 

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