Chronomancer
The Chronomancers, akin to the Aevanari, delve into the intricate tapestry of time itself. Born from the ethereal threads that weave through existence, they inherit a profound connection to the temporal currents that govern the universe. This lineage grants them the ability to manipulate time, a power inherited from the Aevanari's timeless essence.
Class Features
As a Chronomancer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Chronomancer level
- Hit Points at 1st Level: 4 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 4) + Constitution modifier per Chronomancer level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, shortswords, temporal weapons
- Tools: One type of artisan's tools of your choice, and one type of gaming set of your choice
- Saving Throws: Intelligence, Dexterity
- Skills: Choose three from History, Insight, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) An Explorer's Pack or (b) A Dungeoneer's Pack
- Paradox Staff (item description on page 4)
- A set of common clothes
- A pouch containing 10gp
- 2d4 x 10gp (if you choose starter money)
Chronomancer
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Time Sense |
| 2nd | +2 | Chronal Resilience |
| 3rd | +2 | Temporal Paths |
| 4th | +2 | Time-Bound Resilience, Ability Score Improvement |
| 5th | +3 | Accelerated Reflexes |
| 6th | +3 | Time Echo |
| 7th | +3 | ─ |
| 8th | +3 | Temporal Haste, Ability Score Improvement |
| 9th | +4 | ─ |
| 10th | +4 | Temporal Mastery |
| 11th | +4 | ─ |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | ─ |
| 14th | +5 | Timeless Body |
| 15th | +5 | ─ |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | ─ |
| 18th | +6 | Temporal Mastery Improvement |
| 19th | +6 | ─ |
| 20th | +6 | Temporal Ascendancy |
Class Features
Time Sense
- Temporal Awareness: You gain proficiency in the History skill, reflecting your heightened understanding of the temporal flow.
Chronal Resilience
- Temporal Resistance: Your connection to the temporal fabric grants you advantage on saving throws against being paralyzed or stunned.
Time-Bound Movement
- Temporal Stride: As a reaction, you can momentarily manipulate time to gain advantage on Dexterity saving throws or to avoid opportunity attacks when moving out of an enemy's reach. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) before needing a long rest.
Accelerated Reflexes
- Temporal Reflex: Your reaction time becomes enhanced, allowing you to take an additional reaction between your turns. This extra reaction can only be used for opportunity attacks.
Time Echo
- Temporal Echo: Once per short rest, you can create a temporal echo of yourself. This echo repeats the same action you took on your last turn. The echo has half of your current hit points and disappears after performing the action.
Temporal Haste
- Chrono Reflexes: Gain an additional action on your turn that can only be used for the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You can use this feature once per short rest.
Temporal Mastery
- Temporal Manipulation Upgrade: Your understanding of temporal manipulation deepens. Choose one of the following upgrades:
- Temporal Surge: Once per long rest, you can take an extra turn immediately after your current turn.
- Time Distortion: Once per long rest, force all creatures within a 30-foot radius centered on yourself to make a Wisdom saving throw. On a failed save, they are affected by the slow spell for one minute.
Timeless Body
- Temporal Fortitude: You become immune to aging effects, and your lifespan is extended. Additionally, you gain advantage on saving throws against spells and effects that manipulate time.
Temporal Mastery Improvement
- Advanced Temporal Manipulation: Your chosen Temporal Mastery upgrade gains additional benefits based on your choice:
- Temporal Surge: You can use Temporal Surge twice between long rests.
- Time Distortion: The area of effect increases to a 60-foot radius, and affected creatures have their movement speed reduced to 0 for the first round.
Temporal Ascendancy
- Chronomancer Ascendancy: You gain ultimate mastery over time. Once per long rest, you can enter a state of Temporal Ascendancy for one minute. During this time, you gain advantage on all attacks, your movement speed is doubled, and you have advantage on saving throws. Additionally, your Temporal Mastery feature recharges at the start of each of your turns.
Temporal Paths
At 3rd level, dispose of your paradox staff for and choose one of the following Temporal Paths: Quantum Weaver, Time Warden, Temporal Assassin, or Chrono Archer.
Quantum Weaver
Level 3 - Quantum Manipulation:
- Quantum Flux: Once per short rest, reroll a d20 roll and choose the preferred result.
Level 7 - Entangled Strikes:
- Quantum Entanglement: Mark a target on a successful attack. On your next turn, gain advantage on attacks against the marked target.
Level 11 - Uncertainty Shift:
- Reality Flux: Become immune to critical hits for 1 minute once per long rest.
Level 17 - Quantum Mastery:
- Quantum Cascade: Once per long rest, unleash a burst of quantum energy. Enemies in a 20-foot radius make a Dexterity saving throw or take significant damage, with failed saves resulting in disadvantage on attack rolls for the next round.
Time Warden
Level 3 - Temporal Shielding:
- Temporal Ward: As a reaction, grant temporary hit points equal to your Chronomancer level to yourself or an ally within 30 feet.
Level 7 - Reverse Injury:
- Warden's Grace: Once per short rest, use your reaction to reverse damage dealt to an ally. The target gains hit points equal to half the damage received.
Level 11 - Time Stability:
- Steadfast Flow: Once per long rest, reroll a failed saving throw against an effect altering your state.
Level 17 - Timekeeper's Embrace:
- Chrono Sanctuary: Create a protective field within a 30-foot radius. Allies have advantage on saving throws, and the area becomes difficult terrain for enemies. Activatable once per long rest.
Temporal Assassin
Level 3 - Blink Strike:
- Blink Assault: Teleport up to 30 feet before making a melee attack. Recharges on a short or long rest.
Level 7 - Phasing Evasion:
- Temporal Phasing: Once per short rest, gain resistance to all damage until the start of your next turn.
Level 11 - Vanishing Act:
- Temporal Shroud: Become invisible for 1 minute or until you make an attack, cast a spell, or force a saving throw. Recharges on a long rest.
Level 17 - Time Slice:
- Chrono Blades: Once per long rest, make additional attacks equal to your Dexterity modifier on your turn. Each additional attack deals normal weapon damage.
Chrono Archer
Level 3 - Temporal Marksmanship:
- Quantum Arrows: Imbue arrows with quantum energy, adding 1d6 force damage to a ranged attack once per turn.
Level 7 - Arrow of Temporal Shift:
- Temporal Shift Shot: Once per short rest, fire an Arrow of Temporal Shift. On a hit, the target must make a Constitution saving throw or become incorporeal for one round.
Level 11 - Chrono Precision:
- Temporal Precision: Once per turn, gain advantage on a ranged attack roll with the Temporal Bow.
Level 17 - Temporal Barrage:
- Chrono Barrage: Once per long rest, unleash a rapid barrage of arrows with temporal energy. Targets hit experience a time dilation effect.
Temporal Weapons
-
Aeon Blade (Quantum Weaver):
- Description: A sleek and shimmering longsword with a blade that seems to phase in and out of existence. Once per short rest, reroll a missed attack roll or damage roll.
- Temporal Edge: On a critical hit, the Aeon Blade temporarily warps time, dealing additional force damage equal to your Chronomancer level.
-
Chrono Dagger (Time Warden):
- Description: A finely crafted dagger with a hilt adorned with intricate temporal symbols. Once per short rest, grant temporary hit points equal to your Chronomancer level to yourself or an ally within 30 feet.
- Time Reversal Stab: When using the Chrono Dagger, you can choose to reverse time with a successful attack, healing the target instead of dealing damage.
-
Phase Rapier (Temporal Assassin):
- Description: A slender rapier with a blade that seems to flicker like a shadow. Once per short rest, teleport up to 30 feet before making an additional melee attack.
- Temporal Assault: After a successful teleportation with the Phase Rapier, gain advantage on the next attack made during the same turn.
-
Temporal Bow (Chrono Archer):
- Description: A bow with ethereal strings that seem to hum with temporal energy. Once per short rest, arrows have a chance to briefly slow down the target on a successful hit.
- Time-Locked Shot: On a successful hit with the Temporal Bow, the arrow temporarily anchors the target in a time dilation field, reducing their movement speed for one round.
-
Paradox Staff (Beginner's Weapon):
- Description: A simple staff adorned with a small, multifaceted crystal. This staff is a beginner's tool for those just starting their journey into the manipulation of time.
- Chrono Infusion: While wielding the Paradox Staff, gain an ability to glimpse into the near future, providing advantage on Initiative rolls.
Temporal Spell List
1st-level Spells
Chrono Ward
1st-level abjuration
- Casting Time: 1 reaction
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- A protective temporal field forms, momentarily stopping the flow of time for the target. The target gains temporary hit points equal to 2d6 + your Intelligence modifier.
Aeon's Grace
1st-level abjuration
- Casting Time: 1 reaction
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- You manipulate time to grant advantage on the triggering attack roll or saving throw.
Temporal Echo
1st-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You create an illusory echo of a creature within range, representing a moment in its recent past. The echo moves alongside the target, mimicking its actions. This creates confusion, imposing disadvantage on attack rolls made against the target.
Aging Touch
1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- You accelerate the aging process in a creature you touch, causing it to make a Constitution saving throw. On a failed save, the target takes 3d8 necrotic damage and ages visibly.
Retrocognition
1st-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- You attune your senses to the timestream, allowing you to see echoes of events that occurred in the immediate past within 60 feet of you.
2nd-level Spells
Temporal Step
2nd-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: 1 minute
- You manipulate time around yourself, gaining the ability to briefly step outside the normal flow. During this time, you can take an additional action on each of your turns.
Quantum Flux
2nd-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- You manipulate the quantum state of an object or creature, causing it to experience a brief time dilation. This can be used to slow down the target, halving its movement speed and imposing disadvantage on its next attack roll, saving throw, or ability check.
Temporal Weave
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small piece of thread)
- Duration: 1 minute
- You weave a protective barrier against temporal manipulation around a creature you touch. The target gains advantage on saving throws against temporal effects.
Future Sight
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- You glimpse into the future, gaining advantage on your next attack roll, saving throw, or ability check.
Quantum Intuition
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- You attune your senses to quantum fluctuations, gaining advantage on Wisdom saving throws.
3rd-level Spells
Temporal Loop
3rd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You subject a creature to a temporal loop, causing it to repeat its actions for a short duration. On a failed Wisdom saving throw, the target is stuck in a loop, repeating its turn each round until the spell ends.
Temporal Disturbance
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You create a field of temporal disturbance in a 20-foot radius. Creatures within the area must make a Wisdom saving throw or have their actions randomized, making it difficult for them to predict the flow of time.
Temporal Anchor
3rd-level abjuration
- Casting Time: 1 reaction
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- You anchor a creature in its current temporal location, preventing it from teleporting or being affected by abilities that would displace it in time.
Temporal Echoes
3rd-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You create illusory echoes of past events, confusing creatures within a 20-foot radius. Affected creatures must succeed on a Wisdom saving throw or have disadvantage on attacks and ability checks.
Time Burst
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- You release a burst of temporal energy, dealing 6d8 force damage to creatures in a 20-foot radius. The affected creatures must succeed on a Strength saving throw or be pushed 10 feet away from the center.
4th-level Spells
Time Dilation
4th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You alter the flow of time around a creature, causing it to experience a brief time dilation. The target's actions are slowed, and it must make a Wisdom saving throw or have disadvantage on attacks and Dexterity saving throws.
Timequake
4th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- You create a sudden temporal disturbance, causing the ground to shake violently. Each creature in a 30-foot radius must make a Strength saving throw or be knocked prone.
Temporal Beacon
4th-level divination
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a small hourglass)
- Duration: 1 hour
- You mark a location in time, creating a temporal beacon. For the next hour, you can use an action to instantly return to that location.
5th-level Spells
Temporal Distortion
5th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You distort the temporal flow around a creature, causing its actions to become erratic. The target must make a Wisdom saving throw or be affected by the confusion spell.
Chrono Displacement
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You displace a creature in time, causing it to temporarily exist in a different moment. The target must succeed on a Wisdom saving throw or be banished to a demiplane for the duration.
Quantum Intuition
5th-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- You attune your senses to quantum fluctuations, gaining advantage on Wisdom saving throws.
Time Lapse
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You create a localized time distortion, slowing down time within a 30-foot radius. Creatures in the area must succeed on a Dexterity saving throw or have their movement speed halved.
6th-level Spells
Temporal Disturbance
6th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You create a field of temporal disturbance in a 20-foot radius. Creatures within the area must make a Wisdom saving throw or have their actions randomized, making it difficult for them to predict the flow of time.
Aevanari
Chronal Arcana
The Aevanari have access to every Temporal Spell as cantrips
History
The Aevanari, born from the very fabric of time, trace their origins to a convergence of temporal energies. Existing outside the normal flow of history, they possess an innate connection to the ebb and flow of the timestream.
Appearance
Aevanari exhibit an ethereal and ageless beauty. Their features subtly shift, giving them an otherworldly appearance. Their eyes hold a glint of temporal knowledge, and their hair seems to cascade like strands of time.
Aevanari Names
Aevanari names often reflect their connection to time, blending elegant sounds and temporal references. Examples include Chronis, Sylara, Tempria, and Quentas.
Aevanari Traits
Your Aevanari character has the following racial traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Aevanari don't experience traditional aging. They are timeless and immune to the effects of old age.
Alignment. Aevanari often lean towards neutral alignments, reflecting their impartial view of the timestream.
Size. Aevanari are similar in size to humans.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, one extra language of your choice, and Chronal Script - the unique temporal language of the Aevanari.
Subraces. Aevanari are divided into subraces based on their affinity with different aspects of time.
Temporal Warden
Ability Score Increase. Your Wisdom score increases by 1.
Temporal Guardian: You have advantage on saving throws against effects that manipulate time.
Chronostrider
Ability Score Increase. Your Charisma score increases by 1.
Swift Footing: Your base walking speed increases to 35 feet.
Echo Seeker
Ability Score Increase. Your Constitution score increases by 1.
Temporal Echo: Once per short rest, you can briefly step out of the timestream, gaining advantage on a Dexterity saving throw or ability check.
Chronal Script Phrases:
-
Greetings:
- Traditional: "Temporûm salutatio, sœror viator."
- Informal: "Tempus amplexus vobis."
-
Farewells:
- Traditional: "Fluctus temporis ducat iter tuum."
- Informal: "Usque ad sequens epocham."
-
Appreciation:
- Traditional: "Cognosco tempus partus nobiscum."
- Informal: "Tempus bene consumptum."
-
Friendship:
- Traditional: "Chronologias nostras se mutuantur, vinculum creans."
- Informal: "Simul spirítibus trans tempus."
-
Warning:
- Traditional: "Detectæ sunt disruptiones temporales, adhibete cautionem."
- Informal: "Turbulentia temporis ante."
-
Exclamation:
- Traditional: "Per arenas æternitatis immutantes!"
- Informal: "Æterni æchi!"
-
Approval:
- Traditional: "Conjunctum cum fluxibus destini."
- Informal: "Consonantia cum tempore."
-
Disapproval:
- Traditional: "Ex syncopatione cum celesti saltu."
- Informal: "Discordia temporalis."
-
Surprise:
- Traditional: "Ripam in telario existentiæ!"
- Informal: "Anomalia temporalis!"
-
Endearment:
- Traditional: "Stella es in tapete temporis."
- Informal: "Comes meus sine tempore."
Elara Temporin
Medium humanoid (Aevanari), neutral
- Armor Class 15 (mage armor)
- Hit Points 82 (15d8 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 18 (+4) 16 (+3) 16 (+3)
- Saving Throws Int +7, Wis +6
- Skills Arcana +7, History +7, Insight +6
- Senses Darkvision 60 ft., Passive Perception 13
- Languages Common, Aevanari, Chronal Script
- Challenge 7 (2,900 XP)
Actions
Chronomantic Abilities. Elara can use her action to cast foresight without expending a spell slot. Once she uses this ability, she can't use it again until she finishes a short or long rest.
Temporal Echo. Once per short rest, when Elara makes a Dexterity saving throw or ability check, she can briefly step out of the timestream, gaining advantage on the roll.
Innate Spellcasting. Elara's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
- At will: mage hand, message, prestidigitation
- 3/day each: detect magic, shield
- 1/day each: counterspell, dispel magic, haste
Aevanari Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Chrono Ward. Elara can use her reaction to impose disadvantage on an attack roll against her or an ally within 30 feet.
Description
Elara Temporin, a figure with an ageless beauty, possesses an innate connection to the currents of time. Her eyes shimmer with the wisdom of ages, and she dons robes adorned with chronomantic symbols. Elara's purpose is to preserve the balance of the timestream, intervening when necessary to prevent temporal disruptions.