Chronomancer

Chronomancers
class Group: 	Wizard 	
Source: 	Chronomancer: Chronomancers (CB)	
Ability ScoreRequirements:	Intelligence 17Wisdom 16 	
Prime Requisite: 	IntelligenceWisdom 	
Races Allowed: 	Human, Elf, Half-Elf 	
Alignment Allowed: 	All except chaotic alignments 	
Chronomancers draw power for their mystical ability directly from the energy created by the momentum of time.
They are considered a Specialist Wizard, but classed as an "Elite Specialist" so some aspects differ from regular Specialist Wizards.
Chronomancers	Chronomancers	Chronomancers	Chronomancers	Spell Slots per Spell Level	 	 	 	 	 	 	 	
Level 	Exp 	Hit Dice (d4)	THAC0 	1 	2	3	4	5	6	7	8	9
1 	0 	1 	20 	1 	—	—	—	—	—	—	—	—
2 	3,000 	2 	20 	2 	—	—	—	—	—	—	—	—
3 	6,000 	3 	20 	2 	1	—	—	—	—	—	—	—
4 	12,000 	4 	19 	3 	2	—	—	—	—	—	—	—
5 	24,000 	5 	19 	4 	2	1	—	—	—	—	—	—
6 	48,000 	6 	19 	4 	2	2	—	—	—	—	—	—
7 	72,000 	7 	18 	4 	3	2	1	—	—	—	—	—
8 	105,000 	8 	18 	4 	3	3	2	—	—	—	—	—
9 	160,000 	9 	18 	4 	3	3	2	1	—	—	—	—
10 	285,000 	10 	17 	4 	4	3	2	2	—	—	—	—
11 	425,000 	10+1 	17 	4 	4	4	3	3	—	—	—	—
12 	850,000 	10+2 	17 	4 	4	4	4	4	1	—	—	—
13 	1,235,000 	10+3 	16 	5 	5	5	4	4	2	—	—	—
14 	1,610,000 	10+4 	16 	5 	5	5	4	4	2	1	—	—
15 	1,985,000 	10+5 	16 	5 	5	5	5	5	2	1	—	—
16 	2,370,000 	10+6 	15 	5 	5	5	5	5	3	2	1	—
17 	2,755,000 	10+7 	15 	5 	5	5	5	5	3	3	2	—
18 	3,140,000 	10+8 	15 	5 	5	5	5	5	3	3	2	1
19 	3,525,000 	10+9 	14 	5 	5	5	5	5	3	3	3	1
20 	3,910,000 	10+10 	14 	5 	5	5	5	5	4	3	3	2
__TOC__
==Class Features==
===Hit Points===
* Hit Dice (levels 1-10): 1d4 + "HP Adjustment" (See Constitution table) per level
* Hit Dice (levels 11+): +1 HP per level
* Multi-Class/Dual-Class:
** Humans can become dual-classed chronomancers. Chronomancers req for being second class is Intelligence of 18 and a Wisdom of 17.
** Regular multiclassing is not possible, since chronomancy automatically requires specialization.
===Starting Equipment===
* 1 spell book
* (1d4+1) × 10 gp (to be used to buy equipment, or to keep)
===Equipment===
* Armor: Cannot wear armor & cast spells at the same time.
* Weapons: Allowed to use: Dagger, Staff, Darts, Knives, and Slings
==Proficiencies==
===Non-Weapon Proficiencies===
* Starts with 4 Non-Weapon Proficiencies
* Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
* Can chose a Nonweapon Proficiency at normal cost in the General and Wizard categories.
* Can chose a Nonweapon Proficiency at +1 cost from any other category.
===Weapon Proficiencies===
* Starts at level 1 with 1 Weapon Proficiency Slots
** -5 Penalty to hit with weapons without proficiency.
** Cost is 1 weapon slot.
* Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18...)
* Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
* Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.
Player's Option: Combat & Tactics
* Attack of opportunity: Can make one attack of opportunity plus one per five levels.
* Fighting Styles: Single Weapon, Two-handed Weapon, Unarmed, Missile/Thrown Weapons
==Chronomancers Speciality==
There are 2 Chronomancers Specialities, which can either be used or ignored:
* Temporal Champion
* Temporal Raider
==Spellbook==
* Cannot learn spells from the abjuration, conjuration/summoning, and necromancy schools of magic
* Like other Specialists, have one extra spell slot at each spell level. This slot has to be an Chronomancy Spell.
===Learn Spells Roll===
* The learn spells roll can be found by looking up the Intelligence Ability Score table. Chronomancers will adjust this value depending on the spell:
** +10% chance when learning a chronomancy spell
** -25% chance when learning spells from other schools.
===Starting Spells===
* At 1st-level the spell book contains 3d4 1st-level spells.Wizard Characters (POSM)
** 2 of the starting spells must be read magic and detect magic
** 1 of the starting spells can be of the Chronomancer's specialty (1st level spell only) without making a learn spells roll.
** The rest of the starting spells can be chosen from universal magic spells (1st level spell only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells.
** The DM may assign a spell list instead to start with.
===Learning New Spells===
* Can only learn spells of a level for which you have spell slots.
* Can learn a spell from another's spell book with a learn spells roll.
* Gain 1 spell when leveling up. This spell should be in the Chronomancer's specialty if possible.
** There are exceptions to this rule, such as the Elementalist, who doesn't gain a free spell at level up.
* The maximum number of spells you can learn per level can be found out by looking up the Intelligence Ability Score table.
===Casting Spells===
* A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time. 
* Chronomancers may memorize one additional spell per spell level, provided the spell selected belongs to the specialist's school.
* The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
* A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.
==Special Resistances==
* The usual saving-throw bonus chronomancers would receive against their own school is cancelled.
** Any non-chronomancer hit by a chronomantic spell still saves at a -1 penalty, though.
* 5th level: becomes immune to the effects of slow and haste spells
** -2 penalty to their save if enemy casters is a specialist of a opposition school (abjuration, conjuration/summoning, and necromancy)
==Saving Throws==
 Chronomancer Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell***
1-5 	14 	11 	13 	15 	12
6-10 	13 	9 	11 	13 	10
11-15 	11 	7 	9 	11 	8
16-20 	10 	5 	7 	9 	6
21+ 	8 	3 	5 	7 	4
:*Excluding polymorph wand attacks.
:**Excluding those that cause petrification or polymorph.
:***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
:Note: "Special Resistances" section adjusts some of these reistiences.
==Level 1 Character==
* Starting HP: 1d4 HP
* Starting funds: (1d4+1) × 10 gp
* At 1st-level the spell book contains 3d4 1st-level spells.
**read magic and detect magic required.
** 1 chronomancy spell can be learned without rolling for it.
* 4 Nonweapon Proficiencies Slots
* 1 Weapon Proficiency Slots
* Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
==Leveling up==
At level up:
* Roll 1d4 HP (unless level 11 or higher, then add 1 HP instead)
* Gain 1 chronomancy spell
* Check "Chronomancer Saving Throws" table above to see if your saving throws change.
* 1 Weapon Proficiency slot gained at levels 6, 12, 18 (every multiple of 6)
* 1 Nonweapon Proficiency slot gained at levels 3, 6, 9, 12, 15, 18 (every multiple of 3)
* Check top table to see what current spell slots are available & if THAC0 updates.
* 5th level: becomes immune to the effects of slow and haste spells
* 5th level: -2 penalty to their save if enemy casters is a specialist of a opposition school (abjuration, conjuration/summoning, and necromancy)
== References ==
Category:DMG Class
Category:POSM Class
Category:Class