School of Chronomancy

The Schol of Chronomancy focuses on using magic to bend time to your own will. This allows you to gain possible forsight into the future or to travel through time to gain the upper hand.

This fine manipulation of time magic allows you to reverse wounds and shield people from death. This and the fact that many Chronomancers defend time itself means that often Chronomancers choose to support their allies.

Chronomancy Savant

Starting when you pick this tradition at 2nd level your power over time itself has made you a savant in many chronomatic abilities.

You gain proficiency in the History skill but can double your proficiency bonus for any ability check made using that skill. This reflects your hours of study into the art of time and what has unfolded before you.

Some early chronomatic powers have begun to empower your magic as well. You may also use your powers to help others and shield them from time preventing them from dying. You learn the spare the dying cantrip as a wizard spell.

Foresight

At 2nd level you gain the ability to gain foresight into your fate or manipulate the past to prevent a possible fate. You have three fate points and regenerate all expended uses upon completing a long rest. You can expend it on the abilities below:

Time Jump. You may jump through time with your powers. As a bonus action you may expend 1 Fate Point and teleport to an unnocupied space you can see within 30 feet of you. Instead if teleporting instantaneously you appear their at the beginning of your next turn dissapearing from the battle until then.

This reflects you travelling through the far realm to that point in time. If when you reappear your chosen space is occupied you instead appear in the nearest unoccupied space to it.

Reverse Wounds. You may use your chronal magic to turn someone into a younger version of themselves. As an action you may expend 1 Fate Point and touch someone healing them a number of d6 hit points equal to half your Wizard level (rounded down).

Alternatively, you could remove an effect on them that was applied to them in the last minute. This effect must be one that could be removed by the lesser restoration spell.

At 10th level this may remove effects the greater restoration spell could remove with the limit of 1 minute still applying.

Far Realm Adept

Starting at 6th level you gain the ability to manipulate time to your whim stepping in and out of the far realm with relative ease. This skill is a hard one to master and so many of your skills are still basic at this point.

As an action you may make yourself dissapear entering the Far Realm. When you do so you must designate an amount of time you want to be their (maximum 1 hour) at the end of which you reappear where you dissapeared or if occupied in the nearest uncuppied space. For you this time in the Far Realm feels instantaneous.

Furthermore, you can cast the augury spell as a ritual. However, when you do so a ghostly figure of yourself from 30 minutes in the future gives this omen.

Chronomancy Chronomancy opens up a hole new aspect to a game and allows for characters to bend time. As this can change the gaming landscape so much the DM should feel that they have every right to not use this school. Furthermore, as this school can have a large impact on the world it is important that people using it act responcibly and try not to ruin other players fun.

Master of Fate

Upon reaching 10th level your mastery over fate has become fine tuned. You gain an additional use of Fate before requiring a long rest to do it again. In addition, your range on Time Jump has been increased to 120 ft.

Furthermore, once per round when you make an attack roll with a spell and the spell misses, you may expend 1 Fate to target that spell attack roll on someone else within the original range of the spell.

Time Loop

Once you reach 14th level your fine manipulation of the fabric of time allows you to manipulate it as a safety net for you and your allies.

Upon completing a long rest you may attempt to create a loop. You must roll a d100 and if the result equals or is lower than your Wizard level you are succesfull.

On a success you and up to 8 willing allies within 10 feet of you that have also just completed a long rest become chronally linked.

For the next 8 hours you may restart the loop as an action but your allies cannot. If the loop resets you and any allies that are using the Far Realm Savant feature to travel to the future are pulled out of the far realm early to be sent back with the rest of you.

When the loop restarts time resets to the beginning of the 8 hour cycle and anyone who was not chronally linked forget those events. Any items or exp gain in that time are gone as well.

Once the loop restarts or once the 8 hours are complete the feature ends and you all stop being chronally linked.

You can only attempt this feature once before waiting a week to attempt it again.