School of Chronomancy (Wizard) You focus your study on magic that manipulates the flow of time. By using the weave to connect to now, then and when through the Temporal Prime you are able to 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 Beginning 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. 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, while doing this, you have disadvantage on all concentration checks.



During this, any time you cast a spell, you must make a concentration saving throw with a DC of the spell's level (cantrips counting as a first level spell) multiplied by the number of spells you are concentrating on + 10.



If you lose any concentration save while concentrating on multiple spells, 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 roll, you can choose to succeed instead if it possible to do so, every time after the first there is a cumulative 25% chance that you still fail the roll and also gain a level of exhaustion. The increased chance to fail gained from this ability resets after a long rest. Predetermined Fate At 14th level, when reduced to or currently at 0 health, you may, instead of being knocked unconscious remain in a fighting condition.



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 below 0 health but still conscious you automatically fail death saving throws. 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 Temporal Eye, Accelerate Creature Growth 8th Create Major Paradox 9th Retrospect, Time Capsule

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 a reckless Chronomancer editing the time-stream or by encountering a distortion in time; a bend of reality where time is more of a suggestion then 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. Temporal Spells Spell 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 have the ability to 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 a 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 experiences 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 3th Level Time Snare 4th Level Temporal Push 5th Level Temporal Stasis

Horologist (Artificer Specialist) Horologist specializes in using magic to manipulate time and space 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 that wish them ill and can greatly aid those whom 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 you reach 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 which 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 next turn 2 You can change your initiative count by a number equal to or less than you 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 you 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 choose that you have cast in the past 24 hours, this does not use up a spell slot or require a material costs, but it still uses your statistics to calculate its damage and saving throw.

Your Chronograph has a number of charges equal to your Artificer level and is regained at a rate of one charges per hour. You can also expend a spell slot and regain the level of the spell in charges as an action.



When you expend charges as a reaction at the start of a round, you can choose any of the effects above. 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 have the Artificer spells 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 withing 10ft back to it by using another bonus action, if you anchor to a new point the previous point changes to the new one. If your anchor is on another plane of existence, you must then 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.

Chronomancy Spells Cantrips Wear Chronomancy Cantrip Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S, M

( a pile of pebbles, gravel and sand from the same stone. )

V, S, M ( a pile of pebbles, gravel and sand from the same stone. ) Duration: Instantaneous

Instantaneous Saving Throw None When you cast this spell, you can cause an area of an object no larger than 5 cubic feet 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

1 action Range: 30ft

30ft Components: V, S, M ( a set of manacles )

V, S, M ( a set of manacles ) Duration: Instantaneous

Instantaneous Saving Throw None



When you cast this spell you may curse someone with the burdens of time; they must succeed on an Intelligence saving throw or take 1d4 necrotic damage and have their base speed reduced by half until the end of their 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

1 action Range: 60ft

60ft Components: V, S, M ( some glue or grease )

V, S, M ( some glue or grease ) Duration: Concentration, 1 minute

Concentration, 1 minute Saving Throw Intelligent vs Spell DC When delay image is cast, the recipient is surrounded by a thin magical aura that bends time slightly, causing the person’s image to appear one second behind the actual motion. This gives the target a +2 to their AC. This spell can be used in conjunction with other armour-class-affecting spells, but it is not cumulative with itself.



The reverse of spell this is Advance Image, When Advance Image is cast, the recipient must make an intelligence saving throw vs Spell DC or is surrounded by a thin magical aura that bends time slightly, causing a second image to appear one second in front of their actual motion. This gives the target a -4 to their AC. The recipient can retake the save at the end of its turn. Precognition 1st-level Chronomancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M

(magical spices worth at least 50gp, which the spell consumes)

V, S, M (magical spices worth at least 50gp, which the spell consumes) Duration: Instantaneous

Instantaneous Saving Throw None Upon casting this spell, the caster may gain a general knowledge of a single event to come. The event must affect the caster in some way. (An event that would affect another character in the party might count, especially if the caster relies on other party members for safety.) The chronological range is 10 minutes into the future per level of the spell.



The spell centres on the most important event during that time. Information is frequently misleading; the caster might discover that gambling will bring good fortune, only to find out after losing 50 gp that the winner wishes to hire him for an adventure. There is always a 10% chance that the information is wrong. Level 2 Accelerate Plant Growth 2nd-level Chronomancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M ( a rotten apple and an apple seed )

V, S, M ( a rotten apple and an apple seed ) Duration: Concentration, 1 minute

Concentration, 1 minute Saving Throw None 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

1 reaction, when you are about to take damage or make a saving throw from an external source Range: Self

Self Components: V, S, M ( a piece of thread tied in a loop )

V, S, M ( a piece of thread tied in a loop ) Duration: Instantaneous

Instantaneous Saving Throw None By means of a timeslip spell, the barrier between reality and Temporal Prime is thinned, and the caster instantly slips between the two and is replaced back in time at the end of their next turn.



Any creatures attempting to attack someone who is trying to timeslip away must make an intelligence saving throw vs the spells DC or lose their action used for the attack.

Level 3 Create Minor Paradox 3rd-level Chronomancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M gp

( a pocket watch with the current time worth at least 100gp )

V, S, M gp ( a pocket watch with the current time worth at least 100gp ) Duration: Instantaneous

Instantaneous Saving Throw None When this spell is cast, the caster may change one action performed in their immediate past. The number of seconds back that the caster can affect is equal to the six times the level of the spell (1 round per level). If an action is taken that would’ve prevented combat or another major 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

10 minute Range: Touch

Touch Components: S, M gp (a small orrery with the current path of the sun worth 250gp)

S, M gp (a small orrery with the current path of the sun worth 250gp) Duration: Instantaneous

Instantaneous Saving Throw None With this spell, the user is able to restore expended charges from a magical item prematurely. When cast on the item it regains its charge as long as it is a rare item or lesser, if the item has multiple charges it regains three charges for a common item, 2 for an uncommon and 1 for a rare item. If the charge on the item would usually take longer than a day to change naturally, this spell will reduce that time by 24. Temporal Disjunction 3rd-level Chronomancy Casting Time: 1 action

1 action Range: 60ft

60ft Components: S, M ( a broken hourglass )

S, M ( a broken hourglass ) Duration: Concentration, 1 minute

Concentration, 1 minute Saving Throw Intelligent vs Spell DC When this spell is cast, the affected creature must make an Intelligence saving throw or it loses its sense of time. It is perpetually late, unable to function under any time restraints. This spell is merely an annoyance unless accurate timing is crucial. Creatures afflicted by this spell automatically set their initiative count to 0 (winning any ties) and are always surprised if attacked from stealth.



In combat, creatures with multiple attacks automatically lose one attack and are unable to follow a battle plan that requires accurate timing. Against a chronomancer or creature of Temporal Prime, this spell is particularly useful. Any chronomancer under the disjunction who attempts to cast a time-affecting spell automatically fails. Time Snare 3rd-level Chronomancy Casting Time: 1 action

1 action Range: 60ft

60ft Components: V, S

V, S Duration: Concentration, 1 minute

Concentration, 1 minute Saving Throw Intelligent vs Spell DC Upon casting this spell, the caster creates a time loop in the creature’s mind that causes it to repeat this round’s action indefinitely.



If the creature attacked, it attacks the same person again. If it drank a potion, it drinks from the same bottle again. Even if something happens to prevent this attempt (the opponent is dead, or someone takes the bottle away), the subject still strives to repeat its last action. The victim makes an intelligent save vs your spell DC at the end of every round it is affected by the spell until the loop is broken. Level 4 Temporal Push 4th-level Chronomancy Casting Time: 1 action

1 action Range: 60ft

60ft Components: V, S, M

( a cut piece of thread once tied in a loop )

V, S, M ( a cut piece of thread once tied in a loop ) Duration: Instantaneous

Instantaneous Saving Throw Dexterity vs Spell DC Upon casting Temporal Push, the caster opens a partial slipgate to Temporal Prime and attempts to force a creature through it. This slipgate is not fully formed, so the subject automatically slips 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 on return.

Time Heal 4th-level Chronomancy Casting Time: 1 action

1 action Range: Touch

Touch Components: V, M (an unhatched fertilized egg )

V, M (an unhatched fertilized egg ) Duration: Instantaneous

Instantaneous Saving Throw Constitution vs Spell DC This spell takes a creature and pushes its body backwards in time to a point at which it was in better health. This simulates a healing ability without using clerical powers.



Time is of the essence when using this spell, though, as the farther into the past the body is pushed, the higher the chance of failure. The caster can push the body back one round in time for every two levels the spell is cast at rounded down. For example, a 9th-level casting of this spell is guaranteed to restore a person back to the state of health they were in nine rounds ago.



For every additional round that the caster attempts to push the body backward in time, there is a cumulative 20% chance of failure. If the 8th-level spell slot were used this spell to heal a warrior wounded just over 6 rounds before the spell was cast, that would be 2 rounds further than the caster could guarantee success, so the spell would have a 40% chance of failing.



Time Heal cannot recall a spirit from death and therefore is only useful on a still-living character. A dead body that has Time Heal cast on it may be entirely healed, but it remains dead, as the body’s spirit has fled. If the spirit can somehow be reunited with the body (say through raise dead), the patient will then be alive and as well as the time heal can make them.



Time Heal can also be used to hurt an opponent that has just healed itself. In this case, the caster must successfully touch the target, and the target gets to make a constitution saving throw vs your spell DC. 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

1 action Range: 60ft

60ft Components: V, S, M,

( a drop of the caster blood set in amber )

V, S, M, ( a drop of the caster blood set in amber ) Duration: Concentration, 1 minute

Concentration, 1 minute Saving Throw Dexterity vs Spell DC When Temporal stasis is cast a sphere with a 10ft radius spring into existence, anything caught in the sphere makes a dexterity saving throw vs your spell DC to get away from it and be placed safely next to it, failure to do so will suspend any creatures in the sphere, anything in the sphere does not experience the flow of time, anything that tries to enter the sphere is also suspended in it without making a saving throw, anything in the sphere is effectively indestructible as nothing can affect it. Sphere of Relativity 5th-level Chronomancy Casting Time: 1 action

1 action Range: 120ft

120ft Components: V, S,

V, S, Duration: Concentration, 1 minute

Concentration, 1 minute Saving Throw None A shimmering transparent sphere springs 60ft around the targeted point. In this sphere, the rules of space are relative. Any intelligent creature in the sphere can bend reality to their will allowing them to change things like gravity, temperature, and atmosphere for themselves.



The caster is automatically aware of this fact, but any creature that is not must make an investigation check vs your spell DC the end of their turn to be able to change things in the sphere for themselves.



Objects in the sphere behave strangely, for example an arrow fired from a bow will remain stationary for the duration of the spell as soon as it leaves the bow, but if someone was to touch the arrow in this state the energy would instantly transfer to the creature and take damage, objects that require a chemical reaction, heat or gravity to function cease to work in the sphere unless held by someone. Level 6 Create Paradox 6th-level Chronomancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M, ( a pocket watch with the current time and plane of existence worth at least 1000gp )

V, S, M, ( a pocket watch with the current time and plane of existence worth at least 1000gp ) Duration: Instantaneous

Instantaneous Saving Throw None When paradox is cast, the caster may alter a minor event from his past that may affect the present. Such an event could be exchanging one memorized 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 orks chieftain (who has been harbouring a grudge, and now the characters need his help), the heroes insulted their finest warrior.



The event to be changed should not be more than three hours in duration, and it must be something that was personally done by the caster, or something the caster could have influenced. (Perhaps a thief actually made the insult, and the caster uses paradox to explain it away at the expense of the ork warrior.) The caster can change an event as far back as one month. 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.

Level 7 Temporal Eye 7th-level Chronomancy Casting Time: 1 minute

1 minute Range: Self

Self Components: V, S, M, ( the eye of a gorgon )

V, S, M, ( the eye of a gorgon ) Duration: Concentration, 1 minute

Concentration, 1 minute Saving Throw None This spell allows the caster to scry people or places from a different time. This operates through the caster’s mind, and any innate abilities or spell effects placed on the caster apply. The chance for scrying success, as well as the chance for detection, are the same as those of scrying typically. Scrying into a different time offers no further penalty. In any case, a spell that detects scrying detects a temporal eye. Accelerate Creature Growth 7th-level Chronomancy Casting Time: 1 Action

1 Action Range: 60ft

60ft Components: V, S, M, ( a dead rat and a bottled rat fetus )

V, S, M, ( a dead rat and a bottled rat fetus ) Duration: Concentration, 1 minute

Concentration, 1 minute Saving Throw Constitution vs Spell DC Upon casting this spell, the caster manipulates time in respect to a creature. A creature ages up to two months per level of the spell. The amount of ageing must be decided before the spell is cast. Ageing occurs at a rate of one month per turn. The creature must make a constitution throw vs your spell DC or gain two levels of exhaustion. Any actions or movement the creature takes during the process occur is at half its normal ability (loses half its attacks, move base is halved, and so on).



The material component necessary for this spell is a piece of bio-matter from the type of creature to be affected. If the caster touches the creature during the spell, no material component is required. The reverse of this spell, reverse creature growth, reduces the age of the affected creature by up to one month per spells level to a minimum age of one month. The amount of change must be decided before the spell is cast, and the reversal occurs at a rate of one month every two turns. The rules for the material component are the same. Level 8 Create Major Paradox 8th-level Chronomancy Casting Time: 1 hour

1 hour Range: Self

Self Components: V, S, M, ( a pocket watch with the current time, plane of existence worth 10,000gp )

V, S, M, ( a pocket watch with the current time, plane of existence worth 10,000gp ) Duration: Instantaneous

Instantaneous Saving Throw None This spell changes a single important event in the caster’s past. This is just like the spell paradox, but the event can be up to one year past.

Such an event could be acquiring proficiency in smithing tools rather than tinkers tools. Or deciding to research a new spell rather than create a new magical item. The event must be one the caster had control of at the time, and something should always be given up. The change should always be evident but not necessarily work the way the caster hopes for.



The DM should also feel free to remove any items or relationships he feels would not have been found as a result of the caster’s meddling. After all, the things that are changed likely were important to the caster at one time. Level 9 Retrospect 9th-level Chronomancy Casting Time: 1 hour

1 hour Range: Self (10-foot radius)

Self (10-foot radius) Components: V, S, M, (a platinum mirror worth 8,000 gp, which the spell consumes)

V, S, M, (a platinum mirror worth 8,000 gp, which the spell consumes) Duration: Special

Special Saving Throw Intelligent vs Spell DC This spell sends the minds of willing creatures within 10 ft of the caster up to 50 years back in time into their younger bodies. This, however, does not send back the physical characteristic of the affected creatures Only the mental ones; so a wizard will still have all their prepared spells, but a barbarian will not have their current strength.



likewise, items are also not transported back, preventing the preparation of spells not in your younger minds spellbook. If the spell would cause the mind to enter the body of a child or younger, it will fail. If you are under this effect, you may bring your mind back to the current time by taking a short rest and choosing to return. Time Capsule 9th-level Chronomancy Casting Time: 1 hour

1 hour Range: Self

Self Components: V, S, M, (a container no bigger than 30 cubic feet which is used as the vessel for the spell, worth at least 1000g per cubic foot)

V, S, M, (a container no bigger than 30 cubic feet which is used as the vessel for the spell, worth at least 1000g per cubic foot) Duration: Instantaneous

Instantaneous Saving Throw None You launch a container forward in time to a destination and time set by you, this destination and time can be a static command such as “100 years in the future, at the golden hills”. or it can be a fluid command such as ” 10 minutes after I die near my body“.



The container and its occupants do not experience time between the casting of the spell, and when it jumps to its intended location and time, rather the travel appears to be instantaneous. If no such location exists at the specified time or the command creates a paradox, such as sending an object to itself in the future, the container goes to the closest time and location described by you it can or simply fails and consumes the spell slot and the container.

Anomalies of Chronomancy When a Chromomancer edits the time-stream, there are always consequences and repercussions to doing so; some may be so benign there not even noticeable or so monumental they completely change the fabric of reality. Chronomancers are either powerful or long-lived, rarely both. Choosing an anomaly Anomaly Type Example starting event Minor ⠀Minor Paradox not preventing a large amount of damage, Time Healing a large amount of damage. Intermediate ⠀Paradox, Minor Paradox preventing a large amount of damage and preventing a save. Major ⠀Major Paradox, Paradox preventing death or changing a major event. Catastrophic ⠀Major Paradox preventing death, Retrospect or Major Paradox altering a major 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 you hit dice. If you have less then half of you 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 it 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 good 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 - 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 ⠀Your are stunned for 1d4+1 rounds.⠀ 7 ⠀Your 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 withing 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 Your 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 there original class but must suffer 4 level of exhaustion. ⠀ 10 Roll on the Catastrophic 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 world is plunged into an ice age.⠀ 4 The moon's phases are misaligned. causing clerical magic to become unstable. 5 The suns hue is a deep erie emerald, no spell of 4th level or greater my be cast; pain must be inflicted to cast any spell by cutting ones hand (1d10 magical slashing damage per spell level, cantrips counting as a first level spell). 6 You must choose either new classes to replace your current ones, or change your race and backround.

Entities of Chronomancy The Temporal Prime is full of creature 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 it’s companions one of these anomalies are manifestations of the concept of time flow; Time Elementals. Time Elemental Time Elementals are creatures exist quasi sequentially, able to skip parts of their sequence, allowing them to imitate teleportation by removing certain sequences of movement or halting the continuation of sequences to fain invisibility. Its can be usually found when a paradox level event has taken place. Time Elemental Large elemental, lawful neutral Armor Class 15

15 Hit Points 80 (12d10+14)

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

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Truesight 10 ft., passive Perception 12

Truesight 10 ft., passive Perception 12 Languages Chronologic

Chronologic Challenge Challenge 5 (1,800 XP)

Challenge 5 (1,800 XP) Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

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 time stream 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 untill 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 in distance, 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. Its can be usually found when a minor paradox level event has taken place. Discord Mephit Small elemental, chaotic neutral Armor Class 12

12 Hit Points 17 (5d6)

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

Exhaustion, Poisoned Senses Truesight 5 ft., passive Perception 12

Truesight 5 ft., passive Perception 12 Languages Chronologic

Chronologic Challenge Challenge 1/2 (100 XP)

Challenge 1/2 (100 XP) Damage Resistance Thunder

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 time stream 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.

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 in order 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)

17 (natural armor) Hit Points 161 (14d10 + 84)

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

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Truesight 60 ft., passive Perception 12

Truesight 60 ft., passive Perception 12 Languages Chronologic

Chronologic Challenge Challenge 11 (7,200 XP)

Challenge 11 (7,200 XP) Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons, Force

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 time stream 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)

23 (natural armor) Hit Points 437 (26d20 + 164)

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

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Truesight 120 ft., passive Perception 12

Truesight 120 ft., passive Perception 12 Languages Chronologic

Chronologic Challenge Challenge 26 (90,000 XP)

Challenge 26 (90,000 XP) Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons, Force

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 time stream 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.

Artifacts of Chronomancy Many wonders have been made 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 and loses its bonus action as well as having disadvantage on dexterity saving throws. Anything within 15 ft of the Sphere movement speed is reduced by 1/4 and loses its bonus action and action any 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 that is 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 normal. ⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ If 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, 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. 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 time piece can't be used this way again until the next dawn. Clockwork Armor Armour, Uncommon (medium or heavy, but not hide) (requires attunement)

This armour increases the wearers reaction time, allowing them to gain advantage on initiative rolls. 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 it’s command word is spoken the metronome will stop beating, and it’s 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. Impossible Object Wondrous Item, Uncommon

This object takes the appearance of a simple 3-inch wooden cube; however, on closer inspection, the geometry of the cube is paradoxical. When you investigate the cube make a DC 13 investigation check, on a success you may cast minor paradox once immediately for free forgoing any material components, on a fail you are stunned for 1d4 rounds. Regardless if the cube is successfully investigated, it turns into a normal cube, after 24 hours have passed it strange geometry returns. Quabis’s Portable Factotum Wondrous Item, Rare

This portable factory is able to 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.