Chronomancer v1.30 Existence is measured in age. How many years has a mortal lived? What was the construction date of the walled city of Ambrosia? When were the deities formed? Time begins at birth, at creation. But, inevitably, time for all things comes to an end. Except, of course, for time itself. Bearer of the clock of eternity, rimmed by signs of the Zodiac, the chronomancer counts every tick of the second hand, preventing malevolent interference with that essential ever ﬂowing forward momentum. Relevance of time Chronomancers gain their magical potency directly from time itself - harnessing the energies of ﬂowing time, and manipulating them to suit their gain. It is a most dangerous tradition, as the practice of slowing, reversing, or diverting the ﬂow of time can accidently tear novices to pieces, spreading them thinly across millennia, or sometimes even drop them whole into a new or old era, with no way of returning home. Masters, however, walk the timelines as planeswalkers walk the cosmos. Experienced chronomancers can reliably and literally end most conﬂicts before they even begin. Chronomancers typically learn to control their powers through an eternity of studies, usually under the guidance of an older mentor. However there is no greater test than altering reality. Many aspiring Chronomancers test their newly honed powers by changing the outcome of a signiﬁcant event by travelling through diﬀerent timelines to craft the most favored result. Creating a chronomancer As you build your chronomancer, think about when and why your character pursued the ebb and ﬂow of time. Did the thought of changing a signiﬁcant event in the past plague you as a young adult and it was not until you matured that you realized bending time was the best way to correct the wrong-doing you had done? Maybe you were cursed with these powers by a demon, forced to endure visions of a million possible ways for your closest friend to die every night, only relieiving you of the curse if you craft the best possible outcome. Maybe you were recruited, and are part of an organization that protects the timelines. Consider how your character perceives their abilities. Do you view them as a punishment from a long time ago? Maybe you view them as a gift to protect and assist those around you? Consider when your character is in their timeline, as well. When is it in comparison to when your character is from? Are they in the future? The past? Are they in a timeline where they could encounter themself? If so, are they worried of what could happen if they do? Quick Build You can make a chronomancer quickly by following these suggestions. Firstly, Intelligence should be your highest ability score, followed by Strength (or Dexterity) & Constitution. Secondly, choose the Temporal Wraden background, described later. Thirdly, take the cantrips Prestidigitation, Mage Hand, and Halt, along with the following 1st level spells: Magic Missile, Feather Fall, and Spell Blade.

The Chronomancer Level Proficiency Bonus Features Fate Points Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 Spellcasting, Lifelong Journey — 3 2 — — — — 2nd +2 Fate Points, Timeless Body 2 3 2 — — — — 3rd +2 Alterations 3 3 3 — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — 5th +3 Extra Attack 5 4 4 2 — — — 6th +3 Lifelong Journey Feature 6 4 4 2 — — — 7th +3 Ageless Linguistics 7 4 4 3 — — — 8th +3 Ability Score Improvement 8 4 4 3 — — — 9th +4 Alterations 9 4 4 3 2 — — 10th +4 Rewind 10 5 4 3 2 — — 11th +4 Lifelong Journey Feature 11 5 4 3 3 — — 12th +4 Ability Score Improvement 12 5 4 3 3 — — 13th +5 Alterations 13 5 4 3 3 2 — 14th +5 Ageless Linguistics Feature 14 5 4 3 3 2 — 15th +5 Alterations 15 5 4 3 3 3 — 16th +5 Ability Score Improvement 16 5 4 3 3 3 — 17th +6 Lifelong Journey Feature 17 5 4 3 3 3 1 18th +6 Alterations 18 5 4 3 3 3 1 19th +6 Ability Score Improvement 19 5 4 3 3 3 2 20th +6 Master of Time 20 5 4 3 3 3 2 Class Features As a Chronomancer, you gain the following class features Hit Points Hit Dice: 1d8 per Chronomancer level

1d8 per Chronomancer level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Chronomancer level after 1st Proficiencies Armor: Light Armor, Medium Armor, Shields

Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: One gaming set of your choice Saving Throws: Intelligence and Constitution

Intelligence and Constitution Skills: Choose two from Arcana, History, Insight, Investigation, Perception, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) Leather Armor, a longbow, and 20 arrows, or (b) Scale Mail.

A sturdy notebook, made of (Past) withered but durable parchment, or (Future) cleanly cut, thick cardstock.

An explorer's pack with (Past) a tinderbox, 10 torches, and a waterskin or (Future) a lighter (aka tinderbox), a flashlight (aka bullseye lantern) with 10 batteries (aka flasks of oil), and a water bottle (aka waterskin).

The gaming set with which you chose proficiency, appropriate to your time of origin. Spellcasting As a conduit of the ebb and ﬂow of time, you can cast chronomancer spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. You can see the chronomancer spell list later in this document. Cantrips At 1st level, you know 3 cantrips from the Chronomancer spell list. You learn more Chronomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chronomancer table.

Preparing and Casting Spells The chronomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you ﬁnish a long rest. After finishing a long rest, you may prepare a list of chronomancer spells that are available for you to cast, choosing from the chronomancer spell list. When you do so, choose a number of spells equal to your Intelligence modiﬁer + half your chronomancer level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are 7th-level, you have four 1st-level and three 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. Spellcasting Ability Intelligence is your spellcasting ability for chronomancer spells, as the power of your magic relies on your eternal studies of time. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modiﬁer when setting the saving throw DC for a chronomancer spell you cast and when making an attack roll with one. Spell Save DC= 8 + your proficiency bonus + your Intelligence modifier Spell attack bonus= your proficiency bonus + your Intelligence modifier Spellcasting Focus You use your Gaming Set as your spellcasting focus, as you draw your arcane and temporal abilities from the threads of fate that permeate space and time. With DM approval, you can choose to have your gaming set float around you for dramatic effect. Lifelong Journey Starting at 1st level, you have become attuned with a certain timeline of events. These timelines are 3351 B.C., 253 A.D., or 1877 A.D. Your Lifelong Journey grants you features when you choose it at 1st level, and again at 6th, 11th, and 17th level. Fate Points At 2nd level, your studies of the flow of time allow you to alter fate, represented by your Fate Points. The maximum number of Fate Points you can have is equal to your chronomancer level. You regain all of your Fate Points after you complete a long rest. Timeless Body At 2nd level, your experience with time allows you to resist its effects. For every 10 years you experience, your body ages only 1 year. You do not appear to age, and maintain a youthful appearance throughout your life. However, you do still age and suffer its effects. This does not affect magical aging (meaning 10 years of magical aging still ages you 10 years, not 1). Alterations At 3rd level, you can use your Fate Points to alter your spells or the time-space continuum itself in various ways, called Alterations, detailed at the end of the class description. You choose 3 Alterations to know at 3rd level. You gain an additional Alteration at 9th, 13th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn. Ageless Linguistics At 7th level, you learn 2 exotic languages of your choice as you've spent time in other civilizations and timelines. At 14th level, you learn 2 additional exotic languages. Rewind At 10th level, as an action you can recover Fate points equal to 1d4 + your Intelligence modifier, up to your Fate Point Maximum. You cannot do this again until you finish a short or long rest. Master of Time At 20th level, Chronomancers are considered to have mastered their respective timelines. Hence, they earn the title Master of Time. For every 1000 years you experience, your body ages only 1 year, and you can no longer be aged magically. At the end of each long rest, roll 3 d20's. You save these three rolls. Throughout the day, whenever you or someone you can see makes an attack roll, ability check, or saving throw, you can instead choose to use one of your previously rolled d20s, which is then considered the roll. Any of these d20s left at the beginning of a long rest are discarded.

Lifelong Journeys 3351 b.c. You travelled back to a time where magic and miracles were rich throughout the land. Upon spending countless years in this timeline you are more attuned to magic than ever before Natural knowledge Starting when you choose this archetype at 1st level, you always know Epoch Bolt (aka Bolt of Time), and it does not count against your cantrips known. Epoch Continuum Starting when you choose this archetype at 1st level, your Bolt of Time cantrip is altered to be Epoch Bolt. When Bolt of Time is altered to be Epoch Bolt it gains these eﬀects: • This cantrip does 1d12 force damage on a hit, instead of 1d10 (upgraded in the normal fashion). • On a hit, the creature cannot take reactions until the beginning of your next turn. Ancient Endurance At 6th level, you've learned to access more magic. As an action, you can regain spell slot levels equal to one third your Chronomancer level. For example, at 6th level, you can regain one 2nd level spell slot or two 1st level spell slots. You cannot use this feature again until you finish a short or long rest. Fate Rewind At 11th level, as a reaction, you can heal any creature who has just taken damage. You heal said creature for 1d10 + your Chronomancer level hit points. Once you've used this feature, you cannot use it again until you finish a short or long rest. Timeless Visage At 17th level, you gain the ability to create a timeless visage of yourself acting like a clone. This takes 1 minute. The Timeless Visage has no Fate Points or non-cantrip spells. However it can attack and cast cantrips at your telepathic command. When you create a timeless visage you must roll its initiative. The timeless visage is controlled by you and does not require your concentration. Giving the Visage an intial command takes an action. Once it finishes this command, it will continue doing similar actions until you command it to do something else. For instance, if you tell it to attack a specific enemy, it will attack other hostiles once it's dead until you tell it otherwise. The visage is near identical to you, however it cannot speak or have complex thought, and it has hitpoints equal to one half of your total hitpoints. You cannot heal it using your Fate Rewind feature, as it is a being without a place in fate. You must ﬁnish a long rest before you can use this feature again.

253 a.d. You travelled to a land where martial experience is what makes a warrior. By spending an extended time here, you have learned to apply your Chronomancer abilities to enhance your martial capabilities. Horological Warrior Starting when you choose this archetype at 1st level, you gain 1 fighting style of your choice from the fighter list. Spacial Manipulation At 6th level, you can use your knowledge of spacetime to create a temporary wormhole. You have a resivoir of Teleportation of a number of feet equal to 5 times your chronomancer level. As a bonus action, you can teleport to an unoccupied space you can see, subtracting the amount of distance you teleport from your resivoir (minimum of 5 feet). Your resivoir replenishes when you finish a long rest. Enhanced Spacial Manipulation At 11th level, you have learned to include other objects and creatures in your manipulation of spacetime. As an action, you can spend 1 Fate Point and target an object your size or smaller within 30 feet of you. You switch places with that object, or teleport that object to you. If another creature is holding on to the object, you make a contested Intelligence Check to see who gets the object. You cannot switch places with an object worn or carried by another creature, unless that creature could feasibly hold you (such as if a Giant were initially holding a statue). As an action, you can spend 2 Fate Points and target a creature your size or smaller within 30 feet of you. That creature must make a Wisdom Saving throw. On a fail, you switch places with that creature. A creature can choose to fail this saving throw. Extra Attack (2) At 17th level, you've learned to speed yourself up permanently. You can attack three times, instead of twice, whenenver you take the Attack Action on your turn.

1877 a.d. Your travel has much included a time when firearms were king. As a result, you've learned to use them, and well. Guncraft Starting when you choose this archetype at 3rd level, you gain proficiency with firearms and smithing tools. You can create firearms and ammunition, as well as teach others who are proficient with smithing tools how to create them, using the downtime rules. Work with your DM to create proper firearms and rules for using them. An example could be the ones created in the DMG, or those of the Gunslinger Archetype for the Fighter written by Matthew Mercer. Piercing Rounds At 6th level, your increased practice of ﬁrearms has granted you higher precision. You can reroll any 1's or 2's on a ﬁrearm's damage dice. You must take the new roll(s), even if it is another 1 or 2. Temporal Reaction Assistance At 11th level, your experience and quick thinking allow you to jump into the fray on a moment's notice. You add your proficiency bonus when you roll for Initiative. Rapid Fire At 17th level, you can warp time to allow you to fire with incredible speed. When you're using a firearm, as an action you can make 6 attacks, ignoring any reload needs of the firearm. Once you use this feature, you can't use it again until you finish a long rest.

Alterations Accelerate As an action, you can spend 3 Fate Points and grant a creature an additional action on their next turn. This action can only be used for Attack, Disengage, Dash, or using items. Bend Space When you perform a Chronomancer class feature or cast a Chronomancer spell that has a single target, you can expend 2 Fate Points to target something that has left your line of sight since your last turn but is still within the range of the spell. If it requires an attack roll, you ignore half cover and three-quarters cover for that roll. Crunch Time When you perform a Chronomancer class feature or cast a Chronomancer spell with a casting time of 1 action, you can spend 1 Fate Point to cast it as a bonus action for this casting. Crunch Space When you make an attack roll, perform a Chronomancer class feature, or cast a Chronomancer spell, you can expend 1 Fate Point to change the origin of the it to any space you choose within 30 feet of the original limitations. Any line of sight requirments still apply. Decelerate As a reaction to yourself taking damage (and after you learn how much damage it is), you can spend 3 Fate Points to prevent that damage for 2 rounds. The damage reappears at the beginning of your turn the last round. You are aware of how much damage it was, if it would've killed you, and how long you have before it happens. You cannot prevent this damage from happening, nor can you delay it a second time when it reappears and affects you. Empower When you roll damage for a Chronomancer class feature or a Chronomancer spell, you can spend 1 Fate Point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. When you roll damage for a weapon attack, you can spend 1 Fate Point to reroll one weapon die. You must use the new roll. You can use Empower even if you have already used a different Alteration as part of that action. Fated Strike When you make a weapon attack, you can spend 2 Fate Points and give yourself advantage on the attack roll. Favorable Outcome When you perform a Chronomancer class feature or cast a Chronomancer spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 Fate Point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Give Luck As a reaction to a creature within 30 feet of you that you can see making an attack roll or ability check that does not have advantage or disadvantage, you can spend 3 Fate Points and impose either advantage or disadvantage on the roll (your choice). Poor Fate When you perform a Chronomancer class feature or cast a Chronomancer spell that forces a creature to make a saving throw to resist effects, you can spend 2 Fate Points to give one target of the spell or feature disadvantage on its first saving throw. Remove Effort When you perform a Chronomancer class feature or cast a Chronomancer spell that requires concentration, you can spend a number of Fate Points equal to the spell's level + 3. Features without a spell level cost 4 Fate Points. This instance of the spell or feature does not require concentration, and instead lasts for the full duration. You can only have one spell or feature under this effect at a time. Sped up Strikes When you take the Attack Action, you can spend 1 Fate Point and make an attack as a bonus action. If you are two weapon fighting, you can instead make 2 attacks. Subtlety When you cast a spell, you can spend 1 Fate Point to cast it without any somatic or verbal components. Take Luck As a reaction to a creature within 30 feet of you that you can see making an attack roll or ability check with either advantage or disadvantage, you can spend 2 Fate Points and prevent the roll from being affected by both advantage and disadvantage.

Spell List Any spells in italics are found on the next page. (c) = concentration Cantrips Blade Ward

Booming Blade

Bolt of Time / Epoch Bolt

Catapult

claideamh

Dancing Lights (c)

Friends (c)

Green Flame Blade

Guidance (c)

Halt

Lightning Lure

Mage Hand

Mending

Message

Minor Illusion

Prestidigitation

Resistance (c)

Shillelagh

Sword Burst

Vicious Mockery 1st Level Alarm

Bane (c)

Charm Person

Command

Comprehend Languages

Expeditious Retreat (c)

Feather Fall

Heroism (c)

Inflict Wounds

Jump

Longstrider

Magic Missile

Searing Smite

Shield

Silent Image (c)

Spell Blade

Tenser's Floating Disk

Thunderous Smite

Wrathful Smite 2nd Level Alter Self (c)

Arcane Lock

Augury

Blur (c)

Darkvision

Detect thoughts (c)

Enlarge/Reduce (c)

Hold Person (c)

Knock

Mirror Image

Ray of Enfeeblment (c)

Zone of Truth 3rd Level Aura of Vitality (c)

Blink

Branding Smite

Counterspell

Dispel Magic

Haste (c)

Major Image (c)

Melf's Minute Meteors (c)

Slow (c)

Tongues

Water Walk

Wind Wall (c) 4th Level Arcane Eye (c)

Banishment (c)

Deathward

Dimension Door

Elemental Bane (c)

Fabricate

Hallucinatory Terrain

Phantasmal Killer (c)

Staggering Smite 5th Level Bigby's Hand (c)

Dominate Person (c)

Geas

Hold Monster

Modify Memory

Reincarnate

Scrying (c)

Wall of Force (c)

New Spells The Spells bellow are some of the new spells for this class not found in other sources Bolt of Time (Epoch Bolt) Evocation Cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous A beam of condensed temporal energy with a blue-purple hue streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell’s damage increases by 1d10 when you reach certain levels, making it 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. Claideamh Tranmutation Cantrip Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S, M ( one shamrock leaf, a metal melee weapon)

V, S, M ( one shamrock leaf, a metal melee weapon) Duration: 1 minute The essence of a metal melee weapon you are holding is imbued with magical power. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn't already. The spell ends if you let go of the weapon. Spell Blade 1st level Conjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 minute You conjure a blade of condensed spacetime in your free hand. The blade is similar in size and shape to a one handed sword of your choice, and lasts for the duration. If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action. It is a magic weapon with the light and ﬁnesse properties, and it deals 1d8 force damage on a hit. As a bonus action, you may cast a spell with a range of touch into the blade. The spell is held until it is released or the blade disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is aﬀected as though you had hit them with the spell or they failed their saving throw against it. Halt Transmutation Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Variable (see description) You alter time or space and compel it to create one of the following eﬀects at a place you can see within range: • You make space appear to distort, either around you or a willing creature of your choice, in a manner you choose. This can be an instantaneous effect or one that lasts for 10 minutes. • You create a cube 5 feet on a side that is capable of stopping projectiles, ﬂowing liquids and aging for 10 minutes. • You preserve a marking or text from decaying or being destroyed by minor things, such as a small fire, for 1 hour. • You cause a nonmagical object, such as paper, clothes, or inanimate biomatter (a dead animal, a feather, etc.), to age rapidly. You choose whether this is minor, such as crumpling paper, or major, causing the object to wither to the point of being near unrecognizable. • You either double or half your rate of speech for 1 minute. • An object of your choice cannot move or be interacted with for up to 1 minute. For instance, if it is on a table and the table moves, it stays in place. A creature must make a strength check against your spell save DC to move or activate the object. On a success, the effect ends. You can have up to 3 non-instantaneous effects active at a time. You can end any of these effects as a free action.