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To you time is not a concept, it is a tangible thing. Either by a blessing or a curse. Chronomancers are born with the intrinsic ability to manipulate time either by viewing the future and changing it or by simply speeding it up or even slowing it down, a very rare ability indeed and with all your might you may even be able to travel through time itself.

Time Magic

You have a list of spells that you gain at the Sorcerer levels noted in the Time Magic Spells Table. Once you gain a new spell from the list, it doesn't count against the number of spells you know. If you have a spell that doesn't appear on the Sorcerer spell list, the spell is nonetheless a Sorcerer spell for you.

You are also able to learn the Guidance and Thaumaturgy Cantrips, but if you decide to they will count against the nunber of cantrips you know.

Time Magic Spells

Sorcerer Level Spells 1st Bless 3rd Shatter 5th Haste 7th Dimension Door 9th Wall of Force

Rewind

Starting at 1st level, if you fail a Saving Throw or miss with an attack roll, you can use your reaction to turn back time until right before the roll and choose to roll again with advantage. Once you use this feature, you can't use it again until you finish a short or long rest.































































Paradox

At 6th level, you learn the Quicken Spell Metamagic option. If you already know it, you can select another of your choice. Furthermore, when you use The Quicken Spell Metamagic it's cost is reduced to 1 sorcery point.

Time Skip

At 14th level, you manifest a bend in time and space around you. Instead of taking a regular Move Action you may choose to teleport up to a maximum of 40 feet in any direction. If you teleport in mid air, you will fall at the end of your turn. If you teleport to a space ocupied by an object or a creature, you will apear in the nearest unocupied space and take 3d6 force damage. If you teleport you will not provoke an Attack of opportunity

Sands of Time

At 18th level you as a bonus action can surround yourself and all your allies within 60 feet of you in the magical Sands of Time, for 1 minute you grant, double Movement Speed, +2 to AC, Advantage on all Saving Throwns and an additional action to you and every ally affected.

While powerful, this ability is quite straining giving you a level of exaustion for every time you use it.

You also learn a peculiar 1 hour Ritual that allows you and any ally within 10 feet of you to travel through time, but be carefull, any change you cause may invariably change the course of history and result in serious damage to the timeline (Dungeon Master discretion is Adviced)

Credits

Created by Andrew Knesse

Art: Raff Capashen, Ship’s Mage

by John Stanko / Wizards of The Coast