Arcane Tradition: School of Temporality

Masters of Time

When Time began, so too did the paradox of existence. Each choice caused time to fracture, infinitely in upon itself in a teeming, unknowable mass. This endless spanning existence is responsible for all things, all people, and all forces, in all realms. And so, such magic is dangerous, but incredibly powerful in the hands of those who can wield it.

Wielding such magics is the avenue of the Temporal Wizards, those who combine the practices of Divination and Transmutation into a single art: the art of manipulating time. Divination allows them to glance forwards and backwards through the stream of time, whilst the act of Transmutation allows them to alter its flow. While they innately alter their own connection and attachment to time, the spells that many learn allow them to alter time in the world around them , though it can harm the minds of those affected

School of Temporality Features

Wizard Level Feature 2nd Temporal Savant, Cerebral Acceleration 6th Chronostutter 10th Dilative Effect 14th Temporal Tear

Temporal Savant

Beginning when you select this school at 2nd level, the time you must spend to copy any spell into your spellbook is halved, but the gold cost increases by half (rounded up).

Cerebral Acceleration

Starting at 2nd level when you select this school, your dabbling in the fabric of time has allowed you to speed up your mental processes. Whenever you cast a spell of 1st level or higher, you can choose to Accelerate, granting yourself a bonus to one of the following abilities;

Armor Class

Saving Throws

Movement Speed (5x your Bonus)

Attack Rolls.

This bonus is equal to half your intelligence modifier (Rounded down, minimum of 1).

You can only benefit from a single acceleration at a time, which lasts for 1 minute, or until you are knocked unconcious. While you are Accelerating, you can change what ability you are empowering by casting another spell of 1st level or higher. You can use this ability a number of times equal to your proficiency bonus, after which you cannot use this ability again until you finish a long rest.

Chronostutter

Starting at 6th level, you are folllowed by a shadowy image of yourself that moves in correlation with your own timeline at a slower pace. This chronostutter is immune to all damage and effects, and remains in the space you started your previous turn in.

When you are hit with an attack or damaged by a spell created by an effect you can see, you can use your reaction to halve the attack's damage against you. In addition, you can choose to displace yourself, teleporting to the space your stutter stands in, and causing it to vanish.

Once your stutter has vanished, you cannot use this ability again until you finish a short or long rest.

Dilative Effect

Starting at 10th level, you gain the following abilities;

You gain an extra reaction you can use for any reaction you would have access to through spells or abilities, and you can't use it on the same turn that you would take your normal reaction. Once you use this ability, you cannot do so again until you finish a long rest.

Whenever you use your Cerebral Acceleration ability, you can choose to give yourself a bonus to two different choices from the list, and can switch one or both of the effects when you cast another spell of 1st level or higher during your Acceleration.

Temporal Tear

Starting at 14th level, whenever you cast a spell of 1st level or higher that affects a creature other than yourself and doesn't deal damage as a part of one of its effects, you can choose a number of those creatures equal to your intelligence modifier (minimum of 1) to take 1d6 Force damage for a 1st level spell. This damage increases by 1d6 for every 2 spell levels higher the spell is cast at.