The Chronomancer (v1.2.2)

An almost lost arcane tradition, that only a chosen few can master. This school of wizardry is focused on time and space, and its manipulation.

The time keeper

Beginning when you select this school at 2nd level, you always know what time it is.

Time Surge

Starting at 2nd level when you choose this school, your future self can give you some of its power. As a bonus action, you can use the Dash action and you are under the effects of water walk spell, until the end of your turn. You can use this feature a number of times equal to or less than half your wizard level (rounded up).

Starting at 10th level, you can use your bonus action to cast a cantrip instead.

The next time you use your Arcane Recovery feature after using Time Surge, it is not that potent. You recover less spell slots. The number of spell slots reduced is the number of times you used this feature.

Alternate Reality

Starting at 6th level, you can glimpse on one of your infinite reality selves. You can cast a spell you had not prepared as if it was prepared. You can’t use this ability again until you finish a short or long rest.

Transfer Vitality

Starting at 10th level, your future self can give you some of its vitality. You can use an action and expend hit dice as if taking a short rest. The next time you take a short rest, you can't use any hit dice to heal. This feature does not count as a short rest.

You can't use this ability again until you finish a long rest.

Time lock

Starting at 14th level, you can use an action to attempt to lock a creature you can see withing 60 ft of you in time, up to a minute, or until you lose your concentration (as if you were concentrating on a spell). The creature must make a Wisdom saving throw versus your spell DC, or suffer the effects of the spell slow. A creature affected by this ability must make another Wisdowm saving throw at a disadvantage at the end of each of its turns. If it successfully saves against this ability three times, the feature ends. If it fails its saves three times, it is locked in time and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. If you maintain your concentration on this ability for the entire possible duration, the creature is locked in time until the effect is removed. You can’t use this ability again until you finish a long rest.