Quabis's Guide to Chronomancy

by Snoopdigglet

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Quabis's Guide to Chronomancy

Contents

  • 3School Of Chronomancy

    Chronomantic Scribe
    Forethough
    Time Jump
    Time Anomaly
    Delay Injury
    Wizards spell list

  • 4Chronomantic Anomalie

    Force Anomalie
    Inflict Anomalie
    Multiversal Constant
    Temporal Aura
    Sorcerers spell list

  • 5Horologist

    Tool Proficiency
    Horologist Spells
    Artificers Chronograph
    Applied Time-Keeping
    Chronological Anchor
    Time Management
    Artificer spell list

  • 6Spells

  • 6Cantrips
    Wear
    Burden of Time

  • 61st level
    Delay Image / Advance Image
    Precognition

  • 62nd level
    Accelerate Plant Growth
    Time Slip

  • 73rd level
    Temporal Disjunction
    Create Minor Paradox
    Time Snare
    Accelerate Item

  • 74th level
    Temporal Push
    Time Heal

  • 85th level
    Temporal Stasis
    Sphere of Relativity

  • 96th level
    Create Paradox

  • 97th level
    Temporal Eye
    Accelerate Creature Growth

  • 98th level
    Create Major Paradox

  • 99th level
    Temporal Loop
    Time Capsule

  • 10Anomalies of Chronomancy

  • Chooseing an Anomaly
    Anomalies - Minor
    Anomalies - Intermediate
    Anomalies - Major
    Anomalies - Catastrophic

  • 12Entities of Chronomancy

  • Time Elemental
    Discord Mephits
    Temporal Primordials
    Entropy Manifestation

  • 14Artifacts of Chronomancy

  • Sphere of Dilation
    Hourglass of Commanding Time Elementals
    Clockwork Armor
    Metronome of the Chronomancer
    Quabis's Portable Factotum

  • 15Artificers Infusions

  • Telescopic Weapon
    Integrated Pendulum
    Arcane Battery
    Replicate Magic Item

  • 15Feats

  • Recollection
    Alchemical Fabrication
    Equivalent Mending
    Impromptu Translocation


CONTENTS

School of Chronomancy (Wizard)

You focus your study on magic that manipulates the flow of time. Using the weave to connect to now, then, and when through the Temporal Prime, you can change history as you wish.


You can change the flow of time by the might of your will. While a diviner may be able to see the future, you can go there.

Chronomantic Scribe

When you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved.

Forethought

Beginning at 2nd level, you can also add your intelligence modifier to your initiative roll as well as your dexterity modifier.


In addition, on the first round of combat, You can cast any spell with a casting time of one action as a bonus action.

Temporal Mind

Starting at 6th level, you have learnt how to focus on multiple things at once using the temporal prime and mirrors of your mind. You can now concentrate on multiple spells.


When concentrating on multiple spells using this a, you have disadvantage on concentration saving throws. In addition, any time you cast a spell, you must make a concentration saving throw with a DC of 10 + the level of the spell.


If you fail a concentration save while this effect is active, you lose concentration on all of your spells simultaneously; you also are stunned until the end of your next turn.

Collapse Paths

Beginning at 10th level, if you fail a saving throw, you can choose to succeed instead if it is possible to do with a roll of 20.


Every time after the first use of this ability, there is a cumulative 25% chance of backfire, causing you to fail the roll while also gaining a level of exhaustion. The chance of backfiring resets after a long rest.

Predetermined Fate

At 14th level, when reduced to or currently at 0 health, you may remain in a fighting condition instead of being knocked unconscious.


In this state, taking damage does not cause a death saving throw; instead, you must make a save as if they were trying to continue concentration on a spell. If you fail this save, you are knocked unconscious until you are healed.


When you are at or below 0 health but still conscious in this state, you automatically fail your death saving throw at the start of your turn.


At the end of your turn, if you are at or below 0 health but willingly conscious, you may voluntarily fall unconscious.

Wizards spell list
Spell Level Spell
Cantrips Wear, Burden of Time
1st Delay Image / Advance Image, Precognition
2nd Accelerate Plant Growth, Time Slip
3rd Temporal Disjunction, Create Minor Paradox, Time Snare, Accelerate Item
4th Temporal Push, Time Heal
5th Temporal Stasis, Sphere of Relativity
6th Create Paradox
7th Accelerate Creature Growth
8th Temporal Eye
9th Create Major Paradox, Retrospect, Time Capsule

note,

Chronomancy college is a complete waste of time; luckily, you get it all back at graduation.

-Quabis

Sub-classes

Chronomantic Anomalie (Sorcerer)

Your innate magic comes from the forces of time that affect all things. You might have endured exposure to some form of temporal anomaly, perhaps through reckless Chronomancer's editing the time-stream or by encountering a distortion in time, a bend of reality where time is more of a suggestion than a rule.


Perhaps you were blessed by a powerful rouge elemental of time. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this esoteric magic manipulates your presence strangely in this reality, for better or worse.

Force Anomalie

Starting at 1st level, you can manipulate the forces of time and space to gain advantage on one attack roll, ability check, or saving throw as a reaction.


Any time before you have a short or long rest, but after you use this ability, the DM can have you roll on the Minor Anomalies table. If you use this ability more than once before a short or long rest, the DM can make you roll from the Intermediate Anomalies table instead.


When the DM uses this feature, it resets as if you took a short or long rest.

Temporal Spells

Starting at 1st level, your noncyclic nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Temporal Spells table.


The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells, you know. These spells can't be replaced when you gain a level in this class.

Sorcerer Level Spell
1st Level Delay Image / Advance Image, Precognition
3rd Level Time-Slip, Accelerate Plant Growth
5th Level Temporal Disjunction, Time Snare
7th Level Temporal Push, Conjure Minor Elementals
9th Level Temporal Stasis, Sphere of Relativity

Inflict Anomalie

Starting at 6th level, you can inflict an anomalie on an unwilling target. When another creature you can see starts its turn, you can use your reaction and spend three sorcery points to roll on the Minor Anomalies table or six sorcery points to roll on the Intermediate table and apply the effect on the target. The target makes no save; however, it becomes immune to this effect for 24 hours.

Multiversal Entity

At 14th level, you have a limited ability to choose the anomalies you inevitably create. Whenever you roll on an Anomalies table (for yourself or a foe), you can roll twice and use either number.

Null Aura

Beginning at 18th level, you can channel the flow of time, causing those around you to experience the flow of time differently. As an action, you can spend five sorcery points to draw on this power and exude an aura of null time-flow to a distance of 60 feet.


For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura is frozen in time until the aura ends.


A creature that is frozen in time is immune to all damage and can not be the target or in the area of any spells. You can only use this ability once per long rest.

Sorcerer Spells
Spell Level Spell
1st Level Delay Image / Advance Image
2nd Level Time Slip
3rd Level Time Snare
4th Level Temporal Push
5th Level Temporal Stasis
unsurprisingly,

you'll find quite a few so-called "Chronomantic Anomalies" are the children of chronomancers with commitment issues.

-Quabis

Sub-classes
Sub-classes

Horologist (Artificer Specialist)

Horologist specializes in using magic to manipulate spacetime using a variety of timekeeping pieces to do so. Horologists are creators of some of the most complex and wondrous mechanical marvels. Able to create devices that alter the very fabric of time, they can cause havoc to those who wish them ill and significantly aid those they favour.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Horologist Spells

Starting at 3rd level, you always have certain spells prepared after reaching particular levels in this class, as shown in the Horologist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Spell Level Spell
3rd Level Delay Image / Advance Image, Precognition
5th Level Time-Slip, Accelerate Plant Growth
9th Level Temporal Disjunction, Time Snare
13th Level Temporal Push, Time Heal
17th Level Temporal Stasis, Sphere of Relativity

Artificers Chronograph

At 3rd level, your tinkering with watches had paid off; you now possess a magical Chronograph that grants you unique abilities by expending charges from it.

Chronograph’s Effect
Charge Cost Effect
1 Your movement speed is doubled until the end of your turn
2 You can change your initiative count by a number equal to or less than your intelligence modifier
4 You gain advantage on the next saving throws you make; if succeeding the save would give you half damage, you instead take none. This effect lasts up to your intelligence modifier in rounds
6 You gain a bonus +3 to your AC that reduces by 1 AC every round
8 You gain a second action on the next round, which you can use as a reaction to anybody ending their turn, including yourself
10 The Chronograph casts any spell you have cast in the past 24 hours of your choice, this does not use up a spell slot or require a material cost, but it still uses your statistics to calculate its damage and saving throw.

Your Chronograph has charges equal to your Artificer level, which are regained at a rate of one charge per hour. You can also expend a spell slot and regain the spell's level in charges as an action.


You can choose any of the effects above, expend charges as a reaction to the starting of a round. If you lose your Chronograph, you can spend a long rest to craft a new one.

Applied Time-Keeping

At 5th level, you have found methods of applying your theoretical knowledge of time, space and watchmaking. You now know the Artificer cantrips "Wear" and "Burden of Time". You also gain benefits when casting spells and using your Chronograph.

  • When you activate your Chronograph, you also gain three times the charges expended as temporary hitpoints.
  • As an action, when holding your Chronograph, you can instantly attune to a magic item instead of needing to take a long or short rest to do so.

Chronological Anchor

Starting at 9th level, your Chronograph gains a new unique ability. As a bonus action, you can anchor your current location and teleport yourself and, if you choose, any willing creature within 10ft back to it by using another bonus action; if you anchor to a new point, the last point changes to the new one. If your anchor is on another plane of existence, you must also expend five charges per creature to teleport to your anchor.

Time Management

Starting at 15th level, you're a master utilizing your Chronograph efficiently and gain these bonuses while using it:

  • You can activate your Chronograph twice at the start of the round with the same reaction.
  • You can now have two Chronological Anchors active at once.
Artificer spell list
Spell Level Spell
1st Delay Image / Advance Image
2nd Accelerate Plant Growth
3rd Temporal Disjunction, Accelerate Item
4th Temporal Push
5th Temporal Stasis, Sphere of Relativity

Chronomancy Spells

Cantrips

Wear

Chronomancy Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
    ( a pile of pebbles, gravel and sand from the same stone. )
  • Duration: Instantaneous

When you cast this spell, you can cause an area of an object no larger than a 5-foot cube to age rapidly. This may cause things like wood to rot, metal to rust and food to spoil. It can only target non-magical and non-living objects not being worn or carried.

Burden of Time

Chronomancy Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M ( a set of manacles )
  • Duration: Instantaneous

When you cast this spell, choose a creature within range that you can see. The target must succeed on an Intelligence saving throw against your spell save DC or suffer the burdens of time. On a failed save, the target takes 1d4 necrotic damage and has its base speed reduced by half until the end of its next turn.


This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Level 1

Delay Image / Advance Image

1st-level Chronomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M ( some glue or grease )
  • Duration: Concentration, 1 minute

When you cast Delay Image, choose a creature within range that you can see. The target is surrounded by a thin magical aura that bends time slightly, causing its image to appear one second behind its actual motion. This grants the target a +2 bonus to AC. This spell can be used in conjunction with other spells that affect AC, but it is not cumulative with itself.


The reverse of this spell is Advance Image. When you cast Advance Image, choose a creature within range that you can see. The target must make an Intelligence saving throw against your spell save DC. On a failed save, the target is surrounded by a thin magical aura that bends time slightly, causing a second image to appear one second ahead of its actual motion. This imposes a -2 penalty to the target's AC. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Precognition

1st-level Chronomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
    (magical spices worth at least 25gp, which the spell consumes)
  • Duration: Instantaneous

Upon casting this spell, you gain a general knowledge of a single event that will affect you or your party within the next 10 minutes. The event must have a direct or indirect impact on you or your allies, such as a danger you might encounter or an opportunity that arises.


The spell focuses on the most significant event during that time frame. However, the information you receive can be vague or misleading. For example, you might learn that gambling will bring good fortune, only to lose gold before discovering that the winner wants to hire you for an adventure.


There is a 20% chance that the information is incorrect or misleading. The DM decides the outcome and the specific details of the information provided.

Level 2

Accelerate Plant Growth

2nd-level Chronomancy


  • Casting Time: 1 action
  • Range: Self (60-foot-radius sphere)
  • Components: V, S, M ( a rotten apple and an apple seed )
  • Duration: Concentration, 1 minute

With the use of this spell, the caster can rapidly alter the growth of any non-magical plant in a 60ft sphere around them. For every round, the caster concentrates on this spell, plants around the caster age or regress by one month.

Time Slip

2nd-level Chronomancy


  • Casting Time: 1 reaction, when you are about to take damage or make a saving throw from an external source
  • Range: Self
  • Components: V, S, M ( a piece of thread tied in a loop )
  • Duration: Instantaneous

Utilizing a timeslip spell, the barrier between reality and Temporal Prime is thinned, and the caster jumps forward in time, to the end of their next turn.


Any creatures attempting to attack someone who timeslips away must make an Intelligence saving throw vs the spells DC, or lose the action used for the attack.

Spells

Level 3

Create Minor Paradox

3rd-level Chronomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M gp
    ( a pocket watch with the current time worth at least 100gp )
  • Duration: Instantaneous

When this spell is cast, the caster may change one action performed in their immediate past. The caster can change an action up to 1 round per level this spell is cast at.


If an action is taken that would've prevented combat or another significant event, the caster and Dungeon Master must work out a reasonable course of events that would make up for the lost time.

Accelerate Item

3rd-level Chronomancy


  • Casting Time: 10 minute
  • Range: Touch
  • Components: S, M gp (a small orrery with the current path of the sun worth 250gp)
  • Duration: Instantaneous

With this spell, you can restore expended charges to a magical item prematurely. When cast on the item, it regains charges as long as it is a rare item or lesser. If the item has multiple charges, it regains three charges for a common item, two for an uncommon item, and one for a rare item. This spell cannot restore charges to a very rare or legendary item.


If the charges on the item would usually take longer than a day to regenerate naturally, this spell reduces that time by 24 hours.

Temporal Disjunction

3rd-level Chronomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M ( a broken hourglass )
  • Duration: Concentration, 1 minute
  • Saving Throw Intelligent vs Spell DC

Choose a creature within range; it must succeed on an Intelligence saving throw against your spell save DC or lose its sense of time.


In combat, the affected creature's initiative count becomes 0, and loses one attack (to a minimum of one), and can't take the Ready action.


Spellcasters under this effect can't cast time-affecting spells and waste spell slots attempting to do so. The target can attempt a new save at the end of each of its turns.

Time Snare

3rd-level Chronomancy


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

Choose a creature within range. The target must succeed on an Intelligence saving throw against your spell save DC or become trapped in a mental time loop, causing it to repeat its previous round's action indefinitely.


If circumstances prevent the target from repeating the action (e.g., its target is dead or an item is taken away), the affected creature still attempts to repeat the action. At the end of each of its turns, the target can make another Intelligence saving throw against your spell save DC. On a success, the spell ends and the time loop is broken.

Level 4

Temporal Push

4th-level Chronomancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
    ( a cut piece of thread once tied in a loop )
  • Duration: Instantaneous
  • Saving Throw Dexterity vs Spell DC

Upon casting Temporal Push, the caster opens a partial slipgate to Temporal Prime and attempts to force creatures within a 10-foot radius sphere through it. This slipgate is not fully formed, so the subjects automatically slip back to reality at a later time. The creature must make a dexterity saving throw vs your spell DC, or it is thrown forward up to twice the spells level in rounds.


The amount must be decided before the spell is cast. The spell removes the creature from reality for a limited time, allowing the caster to deal with other problems or prepare a welcome for the returning creature. The affected creature is not aware of any passage of time. Everything seems to shift about suddenly. If a physical presence is occupying the space to be returned to, the creature is displaced slightly.

caution,

Create Minor Paradox almost always causes more headache than it "solves", so please, use sparingly.

-Quabis

Spells

Time Heal

4th-level Chronomancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (an unhatched fertilized egg )
  • Duration: Instantaneous

When you cast Time Heal, you push a creature's body backward in time to a point when it was healthier, simulating a healing ability without using clerical powers. The spell's effectiveness depends on the number of rounds you attempt to push the creature back in time.


For each spell level above 3rd, you can safely push the creature's body back one round without a risk of failure. For example, if you cast this spell using a 6th-level spell slot, you can safely push the creatures body back three rounds in time.


For each additional round you attempt to push the creatures body back in time beyond the safe limit, there is a cumulative 20% chance of failure. If the spell fails, the creature remains at its current state of health.


Time Heal cannot revive a dead creature. If cast on a dead body, the body may appear healed, but the creature remains dead since its spirit has departed.


If the spirit can be reunited with the body (e.g., through raise dead), the creature will then be alive and as healthy as Time Heal made them.


You can also use Time Heal to harm an opponent that has recently healed itself. The target must make a Constitution saving throw against your spell DC.


If the save fails, any healing (or damage) done to the target is reverted to an earlier state. The standard chances of failure still apply.

Level 5

Temporal Stasis

5th-level Chronomancy


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M,
    ( a drop of the caster blood set in amber )
  • Duration: Concentration, 1 minute

When you cast Temporal Stasis, a 10-foot radius sphere springs into existence at a point you choose within range.


Each creature in the sphere must make a Dexterity saving throw, on a successful save, the creature moves to the nearest safe unoccupied space outside the sphere.


On a failed save, the creature is suspended in time and remains within the sphere.


While suspended in time, creatures in the sphere do not experience the flow of time and are effectively indestructible, as no new events can happen inside the sphere.


Creatures and objects cannot enter the sphere willingly or unwillingly after the spell has been cast.


Rather, the sphere acts as a solid object, preventing entry and exit of the sphere.


When the spell ends, time resumes for the suspended creatures, and they become aware of the time time has shifted, but not what happened during the spell.

Level 6

Create Paradox

6th-level Chronomancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M, ( a pocket watch with the current time and plane of existence worth at least 1000gp, which the spell consumes )
  • Duration: Instantaneous

When Create Paradox is cast, the caster may alter a minor event from their past that may affect the present.


The event to be changed must be no longer than three hours in duration and must be something the caster personally did or could have influenced.


The caster can change an event as far back as one day per spell level.


Such an event could be exchanging one prepared spell for a more useful one, having bought a cask of ale instead of a keg of oil.


Or deciding that instead of insulting the orc chieftain (who has been harboring a grudge, and now the characters need his help), the heroes insulted their finest warrior.


It is the Dungeon Master's call as to how the change proceeds forward, if at all. Often, things will not work out as neatly as the caster might hope.


This spell allows for creative problem-solving, but it is up to the DM to determine the consequences of altering the past and how the present is affected.

Level 7

Accelerate Creature

7th-level Chronomancy


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M, ( a dead rat and a bottled rat fetus )
  • Duration: Concentration, 1 minute

Upon casting this spell, the caster manipulates time on a creature, rapidly aging them to the point of exhaustion.


The target creature must make a Constitution saving throw against your spell DC at the beginning of each of its turns while the spell is active.


On a failed save, the creature gains one level of exhaustion. On a successful save, the creature does not gain a additional level of exhaustion.

Level 8

Temporal Eye

7th-level Chronomancy


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M, ( the eye of a gorgon )
  • Duration: Concentration, 1 minute

This spell allows the caster to scry on people or places from the past. The chance for scrying success and the chance for detection follow the same rules as the Scrying spell.


Scrying into a different time does not impose any additional penalties. However, any spell or effect that detects or blocks scrying also affects Temporal Eye.

Level 9

Temporal Loop

9th-level Chronomancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a set of tinker's tools, a set of alchemist's supplies, and rare materials worth at least 25,000 gp, which are consumed during the casting)
  • Duration: Until dispelled

Upon casting this spell, the caster creates a time machine that generates a closed time-like curve, allowing time travel between two desecrate points in time, when the spell was first cast, and when the machine is first activated.


The time machine manifests as a hollow 10-foot cube with a hatch at its top, capable of accommodating any number of creatures and objects that fit within its volume.


To use the time machine, a creature must activate via lever on the underside of the hatch.


Once pulled, the hatch is sealed and the time machine jump to the moment the spell was first cast.


While inside the machine, the occupants experience reverse time-flow.


In order to return to the time of the original casting, they must stay inside the machine for the same duration that elapsed between when they entered and when the spell was cast.


For example, if the spell was cast a month ago, then the occupants must remain in the machine for a month in order to return to the time of the original casting.


The machine only contains what in placed inside, as such it is recommended to bring a source of air, food, and water as the machine only has 8 hours worth of breathable air inside it.

Time Capsule

9th-level Chronomancy


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M, (a container no bigger than 10,000 cubic feet which are used as the vessel for the spell, worth at least 10g per cubic foot)
  • Duration: Instantaneous
  • Saving Throw None

When you cast Time Capsule, you send a container forward in time to a specific destination and time determined by you. The destination and time can be a fixed command, such as

  • "500 years in the future, in the Great Library of Waterdeep."
  • "10 days from now, 10 feet north of my location at that point"

or a fluid command, such as

  • "One hour before the final battle against the Lich King, near our campsite."
  • "3 days after I die, in my childhood home."

The container and its contents do not experience the passage of time between the casting of the spell and their arrival at the intended location and time. Instead, the travel appears to be instantaneous.


This travel is lethal to any creatures onboard as temporal energy courses through the capital as it travels through time and space.


If the specified location doesn't exist at the specified time or the command creates a paradox (e.g., sending an object to itself in the future), the container arrives at the closest time and location that matches your description, or the spell simply fails, consuming the spell slot and the container.

Spells

Anomalies of Chronomancy

When a Chromomancer edits the timeline, there are always consequences and repercussions to doing so; some may be so benign that they are not even noticeable or so monumental that they completely change reality.


Chronomancers are either powerful or long-lived, rarely both.

Choosing an anomaly
Anomaly Type Example starting event
Minor ⠀Minor Paradox, constant of the Time Slip spell, Time Healing a small (0-50 health) amount of damage.
Intermediate ⠀Paradox, Minor Paradox preventing a large amount of damage/preventing a save, Time Healing a large (50-200 health) amount of damage.
Major ⠀Temporal Loop, Paradox preventing death or changing a significant event, Time Healing a massive (>200 health) amount of damage.
Catastrophic ⠀Temporal Loop preventing death or altering a major historical event.
Anomalies - Minor
Roll Effect
1 ⠀Summon 1d4-1 hostile Discord Mephits. (minimum of 1)
2 ⠀Change the type of material of the nearest building. (Eg, oak > birch , granite > marble or brick > terracotta)
3 ⠀Instantly doff all armour, all armour is put into the most convenient location that the caster has been within the ⠀last 8 hours of their choice.
4 ⠀The day advances by 1d4 hours.
5 ⠀Your bonus action for the next round is taken up.
6 ⠀1d6 of your prepared spell are replaced with different spells you know, except the spell that triggered this effect.
7 ⠀ You lose a charge of your lowest spell slot you have a charge for (not cantrips)
8 ⠀ You become ravenously hungry; if you don't eat in 1d4 minutes, you will gain a level of exhaustion.
9 ⠀Lose half of your hit dice. If you have less than half of your hit dice, take an equivalent in force damage which can't ⠀be reduced in any way.
10 ⠀ Lose one charge in all attuned magic items being carried or held; if the item only has one charge left and ⠀expending it forces a roll to save it from breaking, you automatically fail that roll.
11 ⠀ Summon one hostile Phase Spider; the spider immediately casts web before any initiative rolls are made.
12 ⠀ Lose concentration on your spell if you are doing so.
13 ⠀ If you have moved this turn, you are teleported back and lose all of your movement for this round.
14 ⠀ You are knocked prone.
15 ⠀ Any method of time or date keeping you have on you is no longer accurate and must be recalibrated; you also ⠀forget the time and date.
16 ⠀All perishable goods you have on you start to rot.
17 ⠀You are poisoned for 1d4 rounds even if you are immune.
18 ⠀You are stunned until the end of the next round.
19 ⠀All water you have on you freezes, and all ice melts.
20 ⠀ Roll on the Intermediate Anomalies table
Anomalies of Chronomancy
Anomalies - Intermediate
Roll Effect
1 ⠀Summon one hostile Time Elemental 500 ft away from you who knows your location.
2 ⠀ Lose all uses for abilities that can recharge on a short rest, including ones like arcane recovery. (in regards to ⠀arcane recovery or similar abilities, the player decides what is lost)
3 ⠀ You are pushed into the border ethereal for 1d4+1 hours.⠀
4 ⠀ Your vision is delayed by 6 seconds; you have disadvantage on all attack rolls for 1 hour.
5 ⠀You lose a casting for the highest spell slot you have.
6 ⠀You are stunned for 1d4+1 rounds.⠀
7 ⠀You forget half of your prepared spells, players choice
8 ⠀You can't stop hearing sounds from the past hour; if you are concentrating on a spell within the next hour, you must make a DC 10 Constitution save every round to keep concentrating on it.
9 ⠀Your movement speed is reduced to 5ft for the next hour. ⠀
10 ⠀ You age by five years, if this would age you within 10% of your races max lifespan, you must make a DC 8 Constitution save or die.⠀⠀
11 ⠀ The next foe you face will be aided by two Discord Mephit who will teleport in on the 2nd round
12 ⠀ You gain two levels of exhaustion
14 ⠀ You are petrified for 1d6 days
15 ⠀ You are teleported to a non-occupied space within 2d20 miles⠀
16 ⠀ A Sphere of Dilation appears within 10ft of you
17 ⠀ All objects on you that can rust do so.⠀
18 ⠀ You wake up wherever you last took a long rest.
19 ⠀You can only speak in reverse for the next hour, and as such, can't cast spells with a verbal component
20 ⠀ Roll on the Major Anomalies table
Anomalies - Major
Roll Effect
1 Summon one hostile Temporal Primordial in the region which is trying to find you.
2 Lose all uses for abilities that can recharge on a long, including spells.
3 You are pushed into the temporal prime for 1d4+1 days.⠀
4 Your body experiences extreme atrophy; all physical stats are reduced to 4 and will return to normal values at two points per long rest.
5 You forget how to cast the last cantrip you used; to regain it, you must spend 500gp and two workweeks of study to relearn it.
6 You are stunned until a DC 18 medicine check can be performed on you.⠀
7 You forget all of your prepared spells, bar one of your choice.
8 You lose one spell from every level in your spellbook/spellbooks. (not including cantrips, minimum of one spell per level must be left.)
9 Replace 1d4 of your levels with Chronomantic Anomalie sorcerer levels; on a long rest, you may choose to replace them back to their original class but must suffer four levels of exhaustion. ⠀
10 Roll on the Minor table⠀⠀
Anomalies - Catastrophic
Roll Effect
1 Summon one hostile Entropy Manifestation on the same plane which is trying to stop you.
2 One of your companions has become a spy who is subtly trying to foil your goals.
3 The moon's phases are misaligned. causing clerical magic to become unstable.
4 The suns hue turns a deep eerie emerald; no spell of 4th level or greater may be cast; blood must be drawn to cast any spell by cutting one hand (2d10 magical slashing damage per spell level, cantrips counting as a first level spell).
Anomalies of Chronomancy

Entities of Chronomancy

The Temporal Prime is full of creatures relating to the flow (or lack thereof) time; when a powerful Chronomancer disrupts the time stream, there is always a chance that an anomalies event will occur, when this happens, inhabitants of the Temporal Prime will flow out of a tear in space-time to try and fix it. This usually results in the inhabitants removing the cause and its companions; one of these anomalies are manifestations of the concept of time flow; Time Elementals.

Time Elemental

Time Elementals are creatures that exist quasi sequentially, able to skip parts of their sequence, allowing them to imitate teleportation by removing specific sequences of movement or halting the continuation of sequences to fain invisibility. It can be usually found when a paradox level event has taken place.


Time Elemental

Large elemental, lawful neutral


  • Armor Class 15
  • Hit Points 80 (12d10+14)
  • Speed 60ft, fly 25ft.

STR DEX CON INT WIS CHA
10(+0) 17(+3) 16(+3) 14(+2) 15(+2) 8(-1)

  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Truesight 10 ft., passive Perception 12
  • Languages Chronologic
  • Challenge Challenge 5 (1,800 XP)
  • Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Damage Immunities Thunder, Poison

Sequential Visibility. While the elemental remains motionless, it is invisible.

Universal Constant. The elemental gains advantage on any save vs. chronomancy spells and is aware of any changes to the timeline if the change is on the same plane of existence.

Actions

Burden of Time. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit (2d6 + 4) necrotic damage. If the target is a creature, it is put under the effects of Advance Image until the end of its next turn. The creature does not make any save.

Time Jump. The anomaly can use its bonus action to teleport anywhere up to its movement; this action does not trigger an attack of opportunity.


Discord Mephits

Discord Mephits are localized clusters of chaotic space-time, able to manifest a bolt of pure distortion sporadically. It can be usually found when a minor paradox level event has taken place.


Discord Mephit

Small elemental, chaotic neutral


  • Armor Class 12
  • Hit Points 17 (5d6)
  • Speed fly 25ft.

STR DEX CON INT WIS CHA
5(-3) 14(+2) 10(+0) 14(+2) 15(+2) 8(-1)

  • Condition Immunities Exhaustion, Poisoned
  • Senses Truesight 5 ft., passive Perception 12
  • Languages Chronologic
  • Challenge Challenge 1/2 (100 XP)
  • Damage Resistance Thunder
  • Damage Immunities Poison

Innate Spellcasting (1/Day). The mephit can innately cast chaos bolt (spell save DC 15), requiring no material components. Its innate spellcasting ability is Intelligence.

Universal Constant. The elemental gains advantage on any save vs. chronomancy spells and is aware of any changes to the timeline if the change is on the same plane of existence.

Actions

Disorder. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit (1d4) force damage.

Entities of Chronomancy

Temporal Primordials

Temporal Primordials are entities from beyond time, created at the start of all things. They are guardians to the temporal prime, able to manipulate the time-stream to prevent any further destruction of it. They can be found usually when a major paradox level event has taken place.


Temporal Primordial

Huge elemental, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 161 (14d10 + 84)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
14(+2) 14(+2) 15(+2) 20(+5) 15(+2) 14(+2)

  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Truesight 60 ft., passive Perception 12
  • Languages Chronologic
  • Challenge Challenge 11 (7,200 XP)
  • Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons, Force
  • Damage Immunities Thunder, Poison

Innate Spellcasting. The elemental can innately cast spells, requiring no material components. Its innate spellcasting ability is Intelligence.

At will. Magic Missile, Precognition

(3/Day). Time Slip, Create Minor Paradox, Time Snare

(1/Day). Sphere of Relativity, Temporal Stasis

Universal Constant. The elemental gains advantage on any save vs. chronomancy spells and is aware of any changes to the timeline if the change is on the same plane of existence.

Actions

Multiattack. The temporal primordial casts magic missile once and uses one force thrust.

Force Thrust. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) force damage and pushes the target back 10 ft.


Entropy Manifestation

Gargantuan elemental, lawful neutral


  • Armor Class 23 (natural armor)
  • Hit Points 437 (26d20 + 164)
  • Speed 60 ft., fly 30 ft., tunneling 30 ft.

STR DEX CON INT WIS CHA
25(+7) 10(+0) 15(+2) 22(+6) 15(+2) 14(+2)

  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Truesight 120 ft., passive Perception 12
  • Languages Chronologic
  • Challenge Challenge 26 (90,000 XP)
  • Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons, Force
  • Damage Immunities Thunder, Poison

Legendary Resistance (3/Day). If the entropy manifestation fails a saving throw, it can choose to succeed instead.

Spellcasting. The entropy manifestation is a 19th-level spell caster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It has the following wizard spells prepared:

1st level (4 slots): Magic Missile, Delay Image / Advance Image, Precognition

2nd level (3 slots): Time Slip, Hold Person

3rd level (3 slots): Dispel Magic, Time Snare, Counter Spell

4th level (3 slots): Temporal Push, Time Heal

5th level (2 slots): Temporal Stasis, Sphere of relativity

6th level (1 slot): Create Paradox

Universal Constant. The elemental gains advantage on any save vs. chronomancy spells and is aware of any changes to the timeline if the change is on the same plane of existence.

Actions

Multiattack. The manifestation casts a spell with a casting time of one action or less and uses one force burst.

Force Burst. Melee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 45 (8d10 + 5) force damage and pushes the target back 10 ft as well as prone.

Reactions

Time Slow. At the end of another creatures turn, the manifestation can use its reaction to give itself an extra action and bonus action immediately.

Entities of Chronomancy

Artifacts of Chronomancy

Many wonders have been done by great chronomancer throughout time, and these creations can be incredibly destructive or seemingly benign.


Sphere of Dilation

This 2-foot-diameter deep purple sphere is a hole into the Temporal Prime, hovering in space and stabilized by a magical field surrounding it.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ The sphere slows time in its Immediate area; anything within 30 ft of the Sphere movement speed is halved, loses its bonus action, and has disadvantage on dexterity saving throws. Anything within 15 ft of the Sphere movement speed is reduced by 1/4, loses its bonus action, reaction, and extra attacks. Anything that touches the sphere is completely frozen in time.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled Sphere, you can use an action to make a DC 20 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 2 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ If you attempt to control a Sphere under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can Levitate it as usual. ⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Suppose the sphere comes into contact with a bend in time, such as that created by the Temporal Push spell, or an extradimensional space, such as that within a Portable Hole. In that case, the DM determines randomly what happens, using the following table. ⠀⠀⠀⠀⠀⠀⠀⠀⠀

Random Effect
d100 Result
01-50 The Sphere is destroyed.
51-85 The Sphere moves through the bend or into the extradimensional space.
86-99 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random point in time.
00 Temporal Stasis is cast by the sphere with a range of 30 ft and lasts until dispelled.

patent pending, also-

I'll sue the shit out of you if I see any of you remove the "Factotum can't make a Factotum" limitation, I swear to the gods.
-Quabis

Hourglass of Commanding Time Elementals

Wondrous Item, Rare

While this hourglass is filled with fine sand, you can use an action to speak the time piece's command word and summon a time elemental, as if you had cast the conjure elemental spell. The timepiece can't be used this way again until the next dawn.
Artifacts of Chronomancy

Clockwork Armor

Armour, Uncommon (medium or heavy, but not hide) (requires attunement)

This armour increases the wearer's reaction time, allowing them to gain advantage on initiative rolls.
Artifacts of Chronomancy

Metronome of the Chronomancer

Wondrous Item, Legendary (requires attunement)

This metronome has a dial on its front that count from 3 down to 0; when its command word is spoken, the metronome will stop beating, and its counter will go down by one for each turn the user passes until the dial reaches 0. ___ While the metronome is counting down the user and itself are under the effects of Time Stop. ___ The dial goes up by one for every 24 hours that pass. This cannot be reduced by any time-altering spells.

Quabis’s Portable Factotum

Wondrous Item, Rare

This portable factory can manufacture objects if fed resources as if it were casting the spell fabricate; however it has several limitations as well as boons. ___ It can only make items as large as one cubic foot, it is proficient in Tinker's tools, Smith's tools, Glassblower's tools, Carpenter's tools as well as Leatherworker's tools. The proficiencies of the user are not taken into consideration when this item fabricates objects. ___ The Factotum can also manufacture one item daily for free without any material as long as the total value of the item does not exceed 20gp.

Artificers Infusions

Telescopic Weapon

Prerequisites: A simple or martial weapon

This magic weapon gains +5 feet to your reach when you attack with it and when determining your reach for Opportunity Attacks with it.
The bonus increases to +10 feet when you reach 10th level in this class.

Integrated Pendulum

Prerequisites: 6th level, Any armour

This magic armour has an integrated double pendulum built into its frame; whenever you take the dodge action while wearing this armour, any time you succeed in a dexterity saving throw that would let you take half damage, you instead take none.

Arcane Battery

Prerequisites: 6th level, Any Spell Focus (requires attunement)

If you use this focus when preparing a spell as an action and don't release it within one round, you can regain the spell slot you used instead of wasting it.
When you regain a spell slot in this way, the next spell you cast must be the same one you saved, or the spell slot is wasted.

Replicate Magic Item


Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. ___ In the tables, an item's entry tells you whether the item requires attunement. See the item's description in Quabis's Guide to Chronomancy for more information about it, including the type of object required for its making.
This table only shows items added to the artificer's infusions in regards to this supplement.
Replicable Items (6th-Level Artificer)
Magic Item Attunement
Clockwork Armor Yes
Replicable Items (14th-Level Artificer)
Magic Item Attunement
Quabis's Portable Factotum No

Chronomancy Feats

Recollection

Prerequisites: The ability to prepare at least three spells

You have studied how to if haphazardly, prepare spells on the fly. As an action, you can forget three prepared spells and prepare a new one you have in your spellbook/known spells.

Alchemical Fabrication

Prerequisite: The ability to cast at least one spell.

You can use Fabricate without the need for materials; you instead replace the needed resources with double their value in items such as gold, gems or valuable trade goods. You can also cast fabricate innately once per long rest.

Equivalent Mending

Prerequisite: The ability to cast at least one spell.

You have mastered how to repair objects magically. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You learn the Mending cantrip; when you cast mending, you can, instead of a single break or tear in an object, mend any part of a broken object as long as it is no larger than one cubic foot and at least 80% of the object is present. When you repair an object like this, its value is reduced equally to the missing parts but will always remain functional.

(e.g. repairing a small, broken bronze mechanism will fix it in its entirety and regain all of its functionality, but it may change from bronze to a lesser metal like tin.)

Impromptu Translocation

Prerequisite: The ability to cast at least one Chronomancy spell.

Your study of space-time and its manipulation borne fruit. You gain the following benefit.


You can now use your entire movement action to teleport a short distance rather than walking. Choose a location you can see within 30 feet that has an unobstructed path.


Roll a d10 to determine the translocations instability, which takes place directly after the translocation; a 2 will translocate you 5 feet more to the north-west while a 10 will translocate you 5 feet to the south-east etc.


On a 1, you instead take 1d8 force damage and are translocated back to your starting position. Forced movement from the translocations instability will allow attacks of opportunity against you.

Artificers Infusions and Feats