The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

School of Chronomancy

As a member of the school of Chronomancy, you seek to control the fate of the universe at its most fundamental level. While many novice chronomancers falter before the mind-bending implications of their work, masters of the craft are decisive in their manipulation of space and time. Of all the schools of magic, members of this school are the most likely to meddle with forces beyond their control, potentially leading to catastrophe in the past, present, and future.

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

Chronostutter At 2nd level, you can delay your spells for a short period. When you cast a spell, you may delay its effect until an initiative count of your choice (losing all initiative ties), or up to 6 seconds when out of combat. The spell resolves as if you are still standing in the space where you cast the spell.

Timeline Convergence At 6th level, you can pull knowledge from versions of yourself in alternate realities, where you took a different path in life. You gain proficiency with a tool, skill, weapon, or armor piece of your choice, or learn a cantrip from any spell list. During a short or long rest, you can exchange the chosen proficiency or cantrip with another one.

Impose Continuity Starting at 10th level, when you cast a spell with a duration of 1 minute or longer, you can lock its presence in time. If you would lose concentration on that spell, you can use your reaction to maintain it. Affected creatures may repeat their saving throws against the spell at that time. In addition, you can double its duration to a maximum duration of 24 hours. Once you use this feature, you can’t use it again until you finish a long rest.