Arcane Tradition: School of Chronomancy

Time and space should not be tampered with. But how should a knowledge seeker of the arcane arts be able to resist studying it, now that he knows it can be studied?

Temporal Adept

Beginning at 2nd level when you choose the School of Chronomancy, you learn to affect and adjust your own timeline as well as receive glimpses from your future self. You can use your bonus action to use your Arcane Recovery feature, as if you'd finished a short rest.

Additionally, you can use your Intelligence modifier in place of you Dexterity modifier when rolling initiative.

Overclocked Rituals

At 2nd level, when you cast a spell as a ritual it only takes 1 minute longer than the normal casting time.

Chronostutter

Starting at 6th level, you can delay your spells until the exact moment they're needed. When you cast a spell, you can store it within a temporal pocket dimension (no action required). You expend the spell slot, but the spell doesn't come into effect. Until the start of your next turn, you can use your reaction at the end of a creature's turn to cause the spell to take effect. If the spell originates from you or requires your position, it uses the position you were standing when you cast the spell. If you haven't used the spell by the start of your next turn, the spell fizzles and is lost.

Spellbook Errata

Beginning at 10th level, you are able to interact with other versions of yourself. Once per short or long rest, you may cast a spell from the wizard spell list that you could cast if you had learned it. If the casting time is one minute, it becomes an action when you cast it this time using this ability.

At 16th level you may use this ability twice per short of long rest.

Minuteman

By 14th level, you constantly receive small snippets of the possible futures. Creatures have disadvantage on the first attack roll they make against you each turn.

Credit: Zack Stella and Wizards of the Coast

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