The Chronomancer

by Luxking

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The Chronomancer

The Masters of Time and Space

The Chronomancer

Chronomancers are followers of Time and Space who have been gifted power over the astral energy allowing for the manipulation of the cosmos on a greater stage. They focus on the energies of their Chronosphere, following their orders to maintain the timeline. They let their control of time and space aid them and hinder their enemies. Although, meddling with the universe itself is a tough ordeal, chronomancers are very rare. Too many in one area can alter timelines and the universe permanently.

Creating a Chronomancer

As you create a chronomancer, think about what got you noticed by the gods of Time and Space. 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 the masters of Time and Space yourself?

Did you accept the role of the chronomancer happily? Or did you purposely try to grab the attention of the gods to be selected as a 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 chronomancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution, or Charisma. Second, choose the cloistered scholar or sage background. Third, choose the Astral Bolt, and Mage Hand cantrips, along with the 1st-Level spells Reverse Causality and Snap Back.

The Chronomancer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Fate Dice
1st +2 Spellcasting, Time Focus 2 2 1 1st
2nd +2 Chronos Manipulation (d4) 2 3 2 1st 2
3rd +2 Chronological Study 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 Chronos Manipulation (d6) 3 6 2 3rd 2
6th +3 Chronological Study Feature 3 7 2 3rd 3
7th +3 3 8 2 4th 3
8th +3 Ability Score Improvement 3 9 2 4th 3
9th +4 3 10 2 5th 3
10th +4 Chronological Study Feature, Chronos Manipulation (d8) 4 10 2 5th 3
11th +4 4 10 3 6th 4
12th +4 Ability Score Improvement 4 10 3 6th 4
13th +5 4 10 3 7th 4
14th +5 Chronological Study Feature, 4 10 3 7th 4
15th +5 Chronos Manipulation (d10) 4 10 3 7th 4
16th +5 Ability Score Improvement 4 10 4 7th 5
17th +6 Surge Improvement 4 10 4 7th 5
18th +6 Chronosphere Mastery 4 10 4 7th 5
19th +6 Ability Score Improvement 4 11 4 7th 5
20th +6 Cosmic Entity 4 11 4 7th 5

Class Features

As a Chronomancer, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per Chronomancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Chronomancer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, darts, slings, quarterstaves, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Performance

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) a quarterstaff
  • A Chronosphere
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, and 10 darts

Chronocaster


Your arcane research of Time and Space have granted you facility with Spells. See chapter 10 for the general rules of Spellcasting and below for the Chronomancer spell list.

Cantrips

You know two 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 Chronomancer table.

Spell Slots

The Chronomancer table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Chronomancer Spells of 1st Level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.

For example, when you are 5th Level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Snap Back, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st Level, you know two 1st-level Spells of your choice from the Chronomancer spell list.

You learn a new Chronomancer spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Chronomancer spell, which can be 1st, 2nd, or 3rd 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.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Chronomancer Spells, so you use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence 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 + Proficiency Bonus + Intelligence modifier

Spell Attack modifier = Proficiency Bonus + Intelligence modifier

Spellcasting Focus

You use your Chronosphere as a spellcasting focus for your chronomancer spells.

Ritual Casting

You can cast a chronomancer spell as a ritual if that spell has a ritual tag and you have the spell in your spellbook.

Time Focus

During your long rest, you may spend a portion of the rest focusing the time and space inside your Chronosphere. By doing this, you may store a spell that you know inside the Chronosphere.

This spell disappears when you take another long rest. If you exhaust all your spell slots, you may use an action to cast the spell stored in the Chronosphere.

You can also choose to instead of casting the stored spell, you can gain a spell slot instead.

Chronos Manipulation

Your studies allow you to manipulate the space and time of yourself, an ally or an enemy. Your access to this manipulation is represented by fate dice. You can expend fate dice for a variety of uses. At 2nd level your fate dice is a d4.

You know how to bend time and space to do the following: Meld and Surge.

When you expend fate dice, it is unavailable until you finish a long rest at which point you regain all expended fate dice.

When you gain certain Chronomancer levels, you gain additional fate dice and the die becomes a d6 at 5th Level, a d8 at 10th Level, and a d10 at 15th Level.

Meld

You can alter the space around you and a creature of your choosing, To do so, as a Bonus Action on your turn, choose one creature other than yourself within 20 feet of you.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes.

Once the fate die is rolled, it is lost. A creature can only have one fate die at a time.

Surge

You can expend one fate dice on your turn to take one additional action on top of your regular action and a possible Bonus Action

Once you use this feature, you must finish a short or long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Chronological Study

At 3rd Level, you focus on one chronological study that you strive to master, such as Spatial Lord. The study you choose grants you features at 3rd Level and again at 6th, 10th, and 14th 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.

Chronosphere Mastery

At 18th Level you have mastered the Chronospheres magical abilities. You learn the following spells. These spells do not count against your number of spells known. You can cast one spell of each level once with this feature and regain the ability to do so when you finish a long rest.

Spell Level Spells
8th Demiplane, Earthquake
9th Astral Projection, Foresight, Gate, Time Stop

Cosmic Entity

At 20th Level, you become a Cosmic Entity, ascending beyond Time and Space. You become immune to any movement impairing effects, you cannot be surprised and can add your Intelligence modifier to your initiative.

Once per day, You can use your Chronosphere to travel to any space and time, gaining advantage on all spell attacks, ability rolls, and saving throws for 1 hour.

You can use your Chronosphere to cast the Wish spell. If you use this feature you must recharge your Chronosphere by spending an entire day attuning to it again.

Chronological Study

The masters of Chronomancy usually focus on one specific study, Time or Space. When a Chronomancer reaches a basic understanding on how their Chronosphere works. They can begin to tap into it further and unlock the knowledge within. The knowledge a Chronomancer studies is defined by their usage. By focusing on the presence in the universe each Chronosphere bears, or by focusing on the finer details of how the Chronosphere operates. Chronomancers that focus on the universal presence are known as Spatial Lords, and the Time Tuners are Chronomancers that focus on the internal time magic.

Spatial Lord

Spatial Lords are Chronomancers that focus on the space around them and the universe. While still utilizing their Chronospheres for time magic, the primary purpose of a Spatial Lord is to unlock the knowledge of space.

Chronos Manipulation: Spatial Bend

At 6th level, you can use your Chronos Manipulation to make a creature that you can see, do one of the following actions by expending one of your fate dice as an action.

Swap. The creature of your choice must make an Intelligence saving throw. On a failed save, the target is instantly switched with you and takes force damage equal to the fate dice, plus your Intelligence modifier.

Push/Pull. Roll the fate dice, the creature of your choice is pushed, or pulled up to a distance of 10 feet, plus the number rolled on the fate dice and takes force damage equal to the fate dice, plus your Intelligence modifier.

Lift Roll the fate dice, the creature of your choice must make an Intelligence saving throw, on a failed save, the target is instantly lifted into the air up 20 feet, plus the number rolled on the fate dice. The creature is held in place until the end of their next turn.

Cosmic Creator

At 10th level, your knowledge of the cosmos is growing. When an attack is made against you or an ally, as a reaction, you may re-direct that attack to an entity you pull from the cosmos. This entity absorbs the damage dealt and redirects double the damage dealt back at the attacker. The entity then vanishes.

You can decide what shape, and appearance this entity takes.

The Power of The Cosmos

At 14th level, the cosmic energies radiate through your Chronosphere and into your body. Whenever you make a spell attack against a target that is engaged with an ally, you gain advantage as if you were flanking. Any damage that the target takes with the spell is increased by an additional dice, you also gain temporary hitpoints equal to that additional dice damage.

Time Tuner

Time Tuners are Chronomancers that focus on the internal components of the Chronosphere, and the magics that create it. By focusing purely on the Chronosphere, Chronomancers can become masters of time itself.

Chronos Favor

When you begin to focus on this study, you become more aware of past and future events. Beginning at 3rd Level you become proficient in History, if you aren't already, and you may double your proficiency bonus to any History skill checks.

Eternity Disciple

Also, at 3rd Level, if you fail a saving throw or miss with an attack roll, you can roll one d6 and add it to the total, possibly changing the outcome.

Once you use this feature you cannot use it again until you finish a short or long rest.

Chronos Manipulation: Reset the Order

At 6th Level, time is starting to work on your side, and you are able to manipulate small pockets of time without much issue.

When you or an ally within 5 feet of you roll dice to determine the number of hitpoints a spell restores you can expend one fate dice and add it to the total hitpoints restored.

When attacked, you can roll one fate dice as a reaction, you can reduce the damage by the total rolled.

When you make a spell attack, you may expend one fate dice to give yourself advantage on the attack.

Future Tuned

At 10th Level, you can use your Chronosphere to glimpse into the future. When you do this, you become tuned to time itself. Immediately after a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw or ability check made by you or a creature you can see with one of these time tuned dice. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each time tuned roll can be used only once. When you finish a long rest, you lose any unused time tuned rolls.

Instance Containment

At 14th Level, your ability to harness time has allowed your Chronosphere to contain spells better. Whenever you cast a spell that requires concentration, you may instead expend a fate dice to contain the concentration, allowing you to cast another concentration spell.

Your Time Focus feature also allows you to save a second spell in the Chronosphere, by spending a fate dice to save the spell, you do not regain this fate dice back until the second spell has been cast.

Spell List

The spells listed in italics are spells that are not official spells.
Cantrips (0 Level)
  • Astral Bolt
  • Blade Ward
  • Control Flames
  • Guidance
  • Mage Hand
  • Mending
  • Message
  • Mold Earth
  • Resistance
  • Shape Water
  • Spare the Dying
  • True Strike
1st Level
  • Alarm (Ritual)
  • Catapult
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic (Ritual)
  • Detect Poison and Disease (Ritual)
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Identify (Ritual)
  • Ray of Sickness
  • Reverse Causality
  • Shield
  • Snap Back
2nd Level
  • Augury (Ritual)
  • Blur
  • Chronos Orb
  • Earthbind
  • Find Traps
  • Gentle Repose (Ritual)
  • Hold Person
  • Lesser Restoration
  • Levitate
  • Locate Animals or Plants (Ritual)
  • Locate Object
  • Mirror Image
  • Misty Step
  • Web
3rd Level
  • Astral Vortex
  • Blink
  • Counterspell
  • Dispel Magic
  • Erupting Earth
  • Feign Death (Ritual)
  • Fly
  • Haste
  • Hunger of Hadar
  • Leomund's Tiny Hut (Ritual)
  • Plant Growth
  • Remove Curse
  • Revivify
  • Slow
4th Level
  • Banishment
  • Blight
  • Bordollo's Tortle Shell
  • Control Water
  • Death Ward
  • Dimension Door
  • Divination (Ritual)
  • Freedom of Movement
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
5th Level
  • Antilife Shell
  • Circle of Power
  • Contact Other Plane (Ritual)
  • Dispel Evil and Good
  • Far Step
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Raise Dead
  • Telekineses
  • Teleportation Circle
  • Infinite Moment
6th Level
  • Arcane Gate
  • Bones of the Earth
  • Harm
  • Heal
  • Move Earth
  • Planar Ally
  • Scatter
  • Epoch Shift
  • Word of Recall
7th Level
  • Force Cage
  • Mordenkainen's Magnificent Mansion
  • Regenerate
  • Resurrection
  • Reverse Gravity
  • Teleport

Spell Descriptions

These are the descriptions of the spells that are not listed in any official content.

Astral Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

A bolt of astral energy streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

The spell’s damage increases by 1d8 when you level up making it 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Astral Vortex

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

A small galactic vortex envelops an area, swirling around with violent energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one. If a target failed their saving throw, they have disadvantage on their next attack roll.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Bordollo's Tortle Shell

4th-Level Conjuration (Ritual)


  • Casting Time: 1 minute
  • Range: 5 feet
  • Components: V, S
  • Duration: Until dispelled

You can create a tiny hole in space and time that you can use to safely rest or store items, you must stay inside the hole for it to be accessed by others, up to a maximum of 6 occupants of your choosing. if you leave, the hole vanishes. Inside the hole you can store up to 500 pounds, which will remain there suspended in time and space.

Chronos Orb

2nd-level conjuration


  • Casting Time: 1 action
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 5-foot-diameter cosmic orb appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5-feet of the orb must make a dexterity saving throw. The creature takes 2d6 force damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the orb up to 30 feet. If you ram the orb into a creature, that creature must make the saving throw against the orb’s damage, and the orb stops moving this turn.

When you move the orb, you can direct it over barriers up to 5-feet tall and jump it across pits up to 10-feet wide. The orb sucks in loose small objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Reverse Causality

1st-Level Abjuration


  • Casting Time: 1 Reaction, after taking damage from an attack roll
  • Range: Self
  • Components: V, S
  • Duration: 1 Round

You quickly activate your chronosphere's magic to adjust the time and space around the attack, reducing the damage by 1d6.

At Higher Levels: The number of dice to roll increases by an additional 1d6 for each spell slot level above the first.

Infinite Moment

5th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose creatures up to equal your Chronomancer level that you can see within range. Those targets must make an Intelligence saving throw or be paralyzed for the duration of the spell. Targets automatically fail if they have an Intelligence score of 8 or less.

The spell effect ends if another creature touches or attacks a creature that is paralyzed.

Snap Back

1st-Level Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A target you touch has its wounds revert back in time. The target regains hitpoints equal to 1d6 + your spellcasting ability modifier. You can also use this spell to restore something that has a curable disease or poison, or to bring back an object that has been decaying or rotting.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each spell slot level above the first.

Epoch Shift

6th-level evocation


  • Casting Time: 10 Minutes
  • Range: Self
  • Components: V, S
  • Duration: up to 12 hours

You focus time into speeding up. After you cast this spell, the next long rest taken becomes a short rest for anyone within 60 feet of you. The benefits of a long rest still apply.

If this is instead cast before a short rest is taken, any creatures that expend hit dice to regain hit points receive the full dice amount.

 

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