Chronomancer

by Vagabond.Atlas

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Chronomancer

Chronomancy is manipulating the forces of flowing time, and altering them to suit your gain. It is a quite dangerous tradition, as the practice of slowing, reversing, or diverting the flow of time can accidently tear novices to pieces, spreading them thinly across the timelines, or sometimes even drop them into an entirely different era, with no way of returning home. Experienced Masters, however, walk the generations as legends and folklore lost in the tales of millennia.

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

Proficiency

Armor: None

Weapons: Simple weapons, Firearms

Tools: Gaming sets, Tinkers Tools

Saving Throws: Intelligence, Constitution

Skills: Choose three from Arcana, History, Insight, Investigation, Perception, Persuasion, and Religion

Equipment

  • (A) Firearm or (B) Simple Weapon
  • Quarter staff
  • (A) Gaming set or (B) tinkerers tools
  • A clock, hourglass, or chronometer
  • An ancient tome
  • Explorer's pack

Echoes of Time

Starting at 2nd level, Chronomancer are capable of harvesting time itself to fuel and empower their abilities, using a time piece to focus and channel their abilities. Your access to this energy is represented by a number of Time Echoes. Your Chronomancer level determines the number of points you have, as shown in the Time Echoes column of the Chronomancer table.

You can spend these points to fuel various Echo features. You start knowing three such features: Heighten, Stop, and Scry. You learn more Echo features as you gain levels in this class. When you spend a Time Echo, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Echo back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Echoes. Some of your Echo features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Time save DC = 8 + your proficiency bonus + your Intelligence modifier

Chronomancer
Level Prof. Bonus Features Time Echoes
1 +2 Keeper of time, Unarmored Defense -
2 +2 Echoes of Time 2+Int
3 +2 Great Clock Feature, Timeless Experience 3+Int
4 +2 Ability Score Improvement 4+Int
5 +3 Eternal Echoes, Quantum Entanglement 5+Int
6 +3 Great Clock Feature 6+Int
7 +3 Sheltered From Time 7+Int
8 +3 Ability Score Improvement 8+Int
9 +4 Rapid Effects 9+Int
10 +4 Paradox's Blade 10+Int
11 +4 Great Clock Feature 11+Int
12 +4 Ability Score Improvement 12+Int
13 +5 Timeless Experience 13+Int
14 +5 Reflection 14+Int
15 +5 Greater Recall 15+Int
16 +5 Ability Score Improvement 16+Int
17 +6 Great Clock Feature 17+Int
18 +6 Out of Time 18+Int
19 +6 Ability Score Improvement 19+Int
20 +6 Sands of time 20+Int
  • Heighten - By expending a time Echo as a bonus action you slow you or an ally within 60 ft. of you’s perception of time, seemingly granting more time to think and additional precision with attacks. The Target gains advantage on attacks they make this turn.

  • Stop - When you hit an enemy you can expend an Echo and attempt to stop time around an enemy, Preventing them from reacting. The enemy you hit cannot take a reaction until the start of your next turn.

  • Scry - By expending a time Echo as a reaction to an attack or saving throw, you see actions unfold before you before reversing time in an attempt to prevent it. Double your Dexterity when calculating AC and Dexterity saves until the start of your next turn.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

The Clock Tolls for Thee

Starting at 2nd level, As an Action, You can spend an echo and choose a creature within 30 ft of you. A Spectral Version of your time piece appears above the target. Each time you use a Time Echo an additional clock appears. On each of your subsequent turns, You can use an action to make the Clocks toll a deafening a chime only the target can hear. The Target must make a Wisdom Saving Throw or Take (1d6 + The Number of Clocks) Psychic damage. On a successful save the target takes half damage.

These Clocks only last 1 minute and you must maintain concentration on them. Once you use this feature you must take a short rest before you can use it again.

Timeless Experience

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

The Great Clocks

How a Chronomancer chooses to make sense of time can vary widely. Known as the Great Clocks, the three prevalent schools of thought which Chronomancer commonly subscribe to are detailed at the end of the class description.

At 3rd level you choose one of the theories which you subscribe to. Your Great Clock selection grants you features at 3rd, 6th, 11th, and 17th 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Eternal Echoes

Beginning at 5th level, you can gain additional Echo Features as follows:

  • Collapse - Targeting a creature or object within 60ft, you may use an action to expend 2 echoes to collapse the targets timeline. The target must make a Wisdom saving throw as its life flashes before its eyes. On a failure the target takes 4d6 Psychic damage and is left stunned until the end of your next turn. On a successful save the target takes half as much damage and is not stunned.

  • Recall - As a bonus action you may expend an echo to return you or a creature within 60ft of you to a point in their recent timeline. The target are transported to their location 1 turn prior. An unwilling creature must make a Charisma Saving Throw to resist this affect.

  • Control - You can attempt to exert control over a creatures timeline, by speeding or slowing it temporarily. As an action, spend 2 echoes to cast the slow or haste spell

Quantum Entanglement

Starting at 5th level you always seem to have the right tools at the right time. During a long rest you may tie a number of items equal to your Intelligence modifier to you temporally. If on of these items become lost or destroyed, as a bonus action you can spend an echo and pull to you from another timeline.

Items destroyed by means such as the wish spell or any event of similar power are destroyed across all timelines and are irretrievable

Sheltered from Time

At 7th level, you may spend 2 echoes to cast Catnap. An additional echoes can be spent to have this spell be considered that many spell levels higher.

When the spell is cast in this way, the targets are not unconscious, instead time seems to move incredibly slowly around them. Taking damage or being touched by a creature not affected by the spell still causes the spell to end early and the affect is lost. The Time Echoes Spent in this way, are not regained during this rest.

Additionally, You have become the master of your own timeline, you do not age nor can you be forcefully aged. At the end of a long rest you may alter your age to be as old or young as you desire.

Temporal Purge

Starting at 9th level, you can force time to flow through creatures at an accelerated rate. As a bonus action, you may reduce the duration of any condition afflicting you or a creature you touch by half. You may only affect a condition once with this feature.

Paradox's Blade

Starting at 11th level, you've learned to harness the power of decaying timelines and impart this energy onto your weapons. Whenever you hit a creature with an Attack, the creature takes an additional 1d8 force damage

Timeless Experience

At 13th level, you have been around a long time and tried your hand at many things, you may add half proficiency to all skills, and gain expertise in 2 skills you already have proficiency in.

Reflection

Starting at 14th level, you can manipulate the flow of time to gain a deep understanding of the history of an area.

After 30 minutes of meditation, you can see all the events that have transpired in the last 24 hours. You must take a long rest before this feature may be used again.

Greater Recall

Beginning at 15th level, you can recall any place you’ve been in the last 48 hours, and by expending 4 Echoes you can warp you and up to 3 additional creatures back there.

Out of Time

At 18th level you are a master of time, by expending 8 Echoes you can cast the Stop Time spell without needing material components. You must take along rest before using this ability again

Sands of Time

Upon reaching 20th level, when you role initiative if you do not have any time Echoes you regain 4.

The Great Clocks

Clock of Accurate Time

Lawmakers of time, the Chronomancer of this Great Clock travel the timelines ensuring key points of history and future happen as they should, mercilessly punishing reckless chronomancers.

Time Locked Rounds

By creating a rift in time around your weapon, you are able to fire ammunition that you have already spent. Beginning at 3rd level when you choose this option, your ranged weapons no longer consume ammo when fired.

Time Attack

Your attacks in battle flow like time its self. Beginning at 3rd level, you may spend a time Echo to make another attach as a bonus action. At 11th level, you may make 2 attacks and can make 3 attacks at 17th level.

Timeless Persistence

Beginning at 6th level, your life as a guardian of the timelines has hardened you, there is naught to be seen you have not seen before. Your willpower is indomitable and you have advantage on all wisdom saving throws.

Silencing Blank

Starting at 11th level, your power over time will negate effects around you. By expending 3 Echoes you can fire a blank that smooths ripples in time, end all temporal or magical effects of 3rd level or lower, in a 15 foot radius centered on you. Expending extra Echoes increases the range by 5ft and spell level effected by 1, for every 2 additional echoes.

Game of Fate

Starting at 17th level, you can trigger a high risk game of roulette. As an action expend any number of Time Echoes and roll an attack for each Echo. If all attacks hit, the attack deals max damage, but if a single attack misses, no damage is calculated.

Clock of Accelerated Time

Time Passes at your whimsy. Chronomancer following this Great Clock tend to take advantage of time to see all they can see and learn all the world has to offer, traveling vast distances in seemingly minutes, or appearing in two places at once.

Temporal Dilation

Beginning at 3rd level, you can expand personal time to move in ways that seem physically impossible to others. Base speed increases by 10 ft., then by an additional 5 ft. at 6th, 11th, and 17th level.

Overclocking

By stretching the fabric of time, you can enter a state of subjective time called the Over-Clock, allowing you to move and react faster than those around you. Starting at 3rd level, you may spend an Echo to over-clock as a bonus action. The world around you slows down giving enemies disadvantage on attack rolls against you. You may Dash as a bonus action and are not hindered by difficult terrain while doing so.

Your surge lasts 1 minute. It ends early if you don't move or if you take damage. You can end it early as a free action. You may use this ability a number of times equal to your proficiency, then you must take a long rest.

Quantum Duplicate

At 6th level while Over-Clocked the time line around you becomes unstable, creating a duplicate, allowing you to exist in 2 places at once. Both duplicates share the same turn, actions and movement. After the over-clock ends one fades, and the remaining has the memories of both.

Running Out of Time

Starting at 11th level, you stop time as you move while Over-Clocked. When you move you do not provoke attacks of opportunity, water can be treated as solid, and no others are aware of this movement, to the view this movement as teleportation. You are still subject to AoE spells and effects if you stop or perform an action while inside their radius.

Gravity Well

At 17th level, you are able to accelerate the time around one of your duplicates to the point of utter collapse. If your overclocking has been active for one round, you may choose to end it and make a gravitational well.

Chose one of the duplicates, which will destabilize and create the well in its space. The well pulls everything within 15ft. directly towards it, any creature that starts its turn or enters its radius for the first time must succeed on a Dexterity saving throw. On failure the take 1d10 force damage and move 5ft towards the well. Any creature that starts its turn in the space of the well takes 8d10 force damage. The well lasts for 1 minute or until you lose concentration as if concentrating on a spell.

You may not use this feature again until you complete a long rest.

Clock of Backwards Time

The Record Keepers of time, The Chronomancer following this Great Clock are aware of all that has happened and are happy to share their experiences with all who will listen.

Time Record

Beginning at 3rd level, you can record time bits of time in your memory, which you can show to any willing creature by touch. You can record a number of hours equal to your Chronomancer level in your memory and impart these memories on a willing creature as an action.

Time Warp

Beginning at 3rd Level, You can attempt to alter the order of events in combat, expending 2 echoes you can force a number of creatures equal to your intelligence modifier to re-roll initiative. After using this ability your turn immediately ends, and you may not take an action until each other creature in initiative has completed its turn once.

Creatures with Legendary Resistances are not affected by this feature.

Reverse Time

At 6th level, you can expend 2 Echoes to reverse time for a single target, you can either choose to heal the target by reversing time and close the wounds, or harm the target by making the target relieve the wounds. Depending on what you choose the target will either recover all damage dealt in the last round or receive damage equal to the damage dealt, up to twice your Chronomancer Level.

Time Recovery

Beginning at 11th level, you can expend 5 Echoes to create a 30 ft. Sphere centered on you, that is continuously reversing time. Anything in the area will recover and revert to its original state. Broken objects will immediately reform and wounds will close as if they never occurred. After 1 minute, time will return to normal.

When a friendly creature is in this sphere they will not fall unconscious when reduced to 0 hit points. However, when the sphere dissolves or a creature leaves it, all damage that was taken will occur. If a creature had taken more than their max hit points negatively, they will die.

You must use your action each turn to maintain this ability and once it ends you must take a long rest before you can use this ability again.

Time Out

Beginning at 17th level, if your time recovery has been active for 5 or fewer turns you can choose to expend an additional 5 Echoes to stop time from progressing, Ending your time recovery and preventing the damage prevented from taking being applied.

 

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