Chronomancer (Homebrew Class)

**Role**: Add lots of flavor here!

**Alignment**: Non-Chaotic

**Hit Die**: d6

**Starting Wealth**: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

### Class Skills

The chronomancer’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

**Skill Ranks per Level**: 4 + Int modifier.

***Discipline***

Knight, Guardian, Battlemage

***Sands of Time***

Every Chronomancer gains the ability to manipulate temporal energy to one extent or another at first level. Each chronomancer has different abilities when manipulating the energy, determined by their discipline and specialization and their abilities grow as they become more experienced.

A chronomancer may do so a number of times equal to 3+ ½ chronomancer level+ wisdom modifier times per long rest.  Doing so tires out a chronomancer and if she ever runs out, she becomes exhausted until she recovers some uses or takes a long rest.

***Forewarned***

The chronomancer can expend 1 point from her temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from her temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6.

***Time Detective ????***

The chronomancer gains the ability to detect creatures who have tampered with the forces of time. This functions as the paladin’s detect evil class feature, but the chronomancer can only detect creatures who have powers that affect the natural flow of time; this includes creatures that know time magic spells such as haste, slow, or time stop, and creatures with abilities that allow them to manipulate time, such as time dragons.

***Temporal Pocket ???***

The chronomancer gains the ability to stash 1 single non-organic item (up to 10 lbs) in a pocket in time. They may call it to hand for 1 Temporal Energy (Rewrite)

***Specialization***

Spellsword, Protector, Reaper,  Hasted Blade, MORE REQUIRED

***Ability Score Improvement***

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

***Aura of Stability***

At 6th level, the chronomancer is immune to all magical aging effects. The chronomancer and all allies within 10 feet of her gain aadvantage on saving throws against time effects; this includes effects created with time magic spells such as slow, or the shifting breath of a time dragon

***Regain Time***

Die roll to regain used sands. Chance of failure. Chance of Dire failure.

***Parallel Self***

At 20th level, if the chronomancer is killed, she can immediately expend 10 points from her temporal pool to summon an alternate version of herself from a parallel existence, appearing up to 30 feet away. This alternate version is identical to the chronomancer. The alternate version has half the chronomancer’s total hit points (but not any temporary hit points) and those spells the chronomancer had prepared when she died. The alternate version has the same equipment as the chronomancer but does not bear any artifacts the chronomancer was carrying. Any expendable items, charges, or expensive material components the alternate version uses are also expended for the chronomancer. This alternate version remains for 1 minute before the duplicate and its equipment are ripped back to their reality.

***Time Knight Discipline***

Flavory things here

D10 hit die

Gain Heavy Armor, Shields and all Martial Weapons

Choose 2 from Acrobatics, Athletics, Insight, Intimidation, Medicine, Persuasion

Proficient in constitution saves.

Bonus Spells known

Gain Table. Learn one extra spell known, of a level you can cast, from the paladin or ranger list every odd level.

***Temporal disadvantage***

The Time Knight can manipulate temporal energy to put her enemies at a disadvantage. As a reaction, she may expend a temporal energy to force an enemy target within 30’  to reroll an attack with disdvantage. She may only use this ability once per round. You must use this ability after the roll has been made, but before results are declared.

***Temporal smite***

Starting at 2nd level, when the Time Knight hits with a melee weapon attack, she may expend temporal energy to blast the enemy with raw temporal force. Add 2d8 force damage to the attack if you expend 2 temporal energy,  for each additional energy expended, add an additional 1d8 to a maximum of 5d8. The damage die increases to d10's if the target is a creature who has powers that affect the natural flow of time; this includes creatures that know time magic spells such as haste, slow, or time stop, and creatures with abilities that allow them to manipulate time, such as time dragons.

***Guided Knight***

At 5th level, the Time Knight is adept at mixing her chronomancy with her martial abilities. She may use her bonus action to cast Guiding bolt before making her attack. She can do this 3 + her proficiency bonus times each long rest.

***Aura of temporal disruption***

At 5th level, the Time Knight gains the ability to cloak herself in a temporal shroud, causing any enemy that comes within 10’ to become slowed for 2 rounds if they fail a spell save. This aura costs 1 Temporal Energy to activate and lasts for 1 minute.

***Chronometric disruption***

At 10th level, a time knight’s attacks deliver a jolt of disruptive chronal energy that makes it difficult for creatures to cast spells or use spell-like abilities. Any creature struck by the time knight who attempts to cast a spell or use a spell-like ability before the start of the time knight’s next turn must succeed at a concentration check or have the spell fail, losing the spell slot, and the action taken to cast the spell. Any attack action made by an ally within 10 feet of the time knight also benefits from this effect. This ability costs 1 Temporal Energy

***Chronal Imprisonment***

At 15th level, a time knight gains the ability to permanently remove temporal threats from the timeline. Whenever she scores a critical hit, and chooses to expend 6 Temporal Energy,  the struck creature must succeed at a Will saving throw or be instantly erased from the timeline.

Creatures slain by this ability cannot be returned to life by raise dead, resurrection, or similar effects (such as the Resuscitate talent from the Life sphere). Once a creature has succeeded on a saving throw against this ability, they cannot be affected by it again for 24 hours.

 3rd
 5th
 7th

***Time Guardian Discipline***

Flavory things here

D8

Gain Shields and Simple Weapons

Choose 2 from Arcana, Deception, hertory, Intimidation, Insight, Investigation

Proficient in Dexterity saves.

Bonus Spells known

Gain Table. Learn one extra spell known, of a level you can cast, from the cleric or druid list every odd level.

***Temporal Shield***

The Guardian has dedicated her life to protecting others as well as time itself. She has learned, through years of practice, to subtly manipulate space time around a creatures body to delay any effects that might otherwise do harm. As an action, the Guardian may expend 1 temporal energy to create a disruption field around a friendly target that will absorb incoming damage for 1 minute. The protected creature takes that damage at a rate of 10 damage a round until they have taken all of the delayed damage or the effect ends. The guardian may dismiss the shield at will, if she does, any remaining damage may be taken by her, the shielded target, or both. If the duration on the shield expires, any remaining damage is automatically taken by the shielded target. If the shield receives more than 50 damage as a result of the actions of a single creature, the spell immediately ends and the shielded creature immediately takes half of the incoming damage.

***Temporal healing***

The Guardian is an expert healer and focuses a lot of her training on keeping her associates alive. The Guardian has learned to disrupt space-time around herself, allowing her to cast her healing spells faster than others would be able to. By expanding 2 temporal energy, the Guardian can cast a healing spell that normally has a casting time of one action as a bonus action instead. If she does, she may not use her action to cast any spells except for cantrips.

***Tactical Rewind***

Remove someone from the front lines. 10th level. Long or short rest?

***Reverse Entropy***

Revert someone to 1 hour previously. Completely heal and reset anything that is personal to them. 15th level. Time shards!

 3rd
 5th
 7th
 9th

***Battlemage Discipline***

Flavory things here

d6 hit die

Gain Medium Armor and 2 Martial Weapon proficiencies.

Choose 2 from Acrobatics, Arcana, Athletics, Deception, Intimidation, Persuasion

Proficient in intelligence saves.

Bonus Spells Known

Gain Table. Learn one extra spell known, of a level you can cast, from the wizard/sorc list every odd level.

***Temporal advantage***

At level 1, the Battlemaster knows how to use a temporal power to reroll any attack with advantage. Whenever she fails an attack roll, she may spend 1 temporal energy to reroll the attack with advantage. She may only do this once per attack. You must use this ability after the roll has been made, but before results are declared.

***Chronometric Twin***

At level 5 the Battlemaster learns how to use 2 of her temporal power to pull a second copy of her spell from an alternate timeline.

***Temporal trickery***

At level 10, the Battlemaster can start using her temporal energy to delay her spellcasting. She may expend 1 temporal energy per round to delay a spellcast up to 3 rounds, she must designate and spend the energy at the time she casts the spell. At the end of the delay all delayed spells cast as normal.

***Time master***

At level 15, the Battlemaster has become an expert with time manipulation. She may once per long rest, as an action, stop time for 1d2+1 rounds. During this time she may act normally and any effects on other targets take effect at the end of the time.

 3rd
 5th
 7th
 9th

***Specializations***

Spellsword, Protector, Reaper,  Hastied Blade, Spell Sniper (More?)

***Protector***

Chronometric Armor

Time armor. 4 AC, AC increases by 1 every round while active. Costs 1 Temporal Energy to activate. Duration 1 hour per level. Maximum AC provided by spell  is equal to 15.

Taunt Ability or Ability to take damage for others

The Protector gains extra attack at level 5.

***Hasted Blade***

Haste

A Hasted Blade gains the ability to grant herself a haste effect, as the haste spell, at the cost of 2 Temporal Energy

Improved Haste

The Hasted Blade gains extra attack at level 7 and 14

***Reaper***

Fighter Weapon Specialization Options

The Reaper gains extra attack at 5, 11 and 20

***Spellsword***

Check out various edition spellsword options.

***Spell Sniper***

The spell sniper may increase the range of all healing or damage spells she casts by 1 step.

The spell sniper adds their wisdom + proficiency modifier to all damage or healing caused by spells she casts.

***Temporal Talents***

***Combat Prescience***

Whenever a chronomage is under the effects of a haste spell (or haste effect) she may spend 2 Temporal Energy and gain advantage on all attack and damage rolls for the duration of the haste effect.

***Chronometric Expertise***

Whenever the chronomage is wielding a weapon, that weapons critical range becomes 19-20 for 1 minute if she spends 1 Temporal Energy or 18-20 if she expands 5 temporal energy.

***Temporal Training***

The chronomancer has spent more time perfecting her art than most other chronomancers. She gains a temporal energy for every chronomancer level, instead of every 2. This talent may be taken multiple times. Taking it a second time will change the temporal energy gained to 3 energy every 2 levels, gaining 1 energy on odd levels and 2 energy on even levels. Taking it a third time will increase energy gain to 2 per level and so on.

***Precision Blast***

Whenever the chronomage uses her Epoch Bolt cantrip, she adds her wisdom bonus as damage to each blast.

***Spear of Time***

When you cast Epoch Bolt, its range is 300 feet.

***Temporal blast***

When the chronomancer hits a target with her epoch bolt cantrip, she may knock the target back 10 feet in a straight line.

***Self Reversion***

1 Temporal Energy revert yourself 6 seconds (restart turn)

***Reversion***

2Temporal Energy revert target player character 6 seconds (restart turn)

***Mass Reversion***

5 Temporal Energy revert all allied targets within 30’ 6 seconds (restart turn)

***Time Sight***

By conjuring a lensed time effect in front of your eyes, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

***Rewind***

As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.

***Accelerate***

At 5th level when casting a spell, the chronomancer can expend 2 points from his temporal pool to apply the effects of haste to one creature affected by the spell until the end of the chronomancer’s next turn.

***Complex Contingency***

The chronomancer can specify two trigger conditions when casting contingency. In addition, when the chronomancer’s contingency would trigger, the chronomancer can expend 1 point from his temporal pool as an immediate action to prevent the contingency from triggering, saving the stored effect for later.

***Group Chronomancy***

When casting any chronomancy spell that affects a single target, you can spend 4 temporal energy in conjunction with the spell and make the spell apply to a number of additional targets equal to ½ of the chronomancers level rounded down.

***Retroactive Preparation***

As a bonus action, you may spend a temporal point to edit the past, retroactively obtaining a generic object, such as a mundane item or a commonly-available magic item such as a healing potion, worth less than 100 gp per caster level. The object immediately appears on your person or in a container or extradimensional space attended by you. The cost of the item is immediately deducted from the wealth (usually coins, but can be nonmagical gemstones or other nonmagical objects used for trade) you currently carry.

You cannot obtain an object worth more than you have the wealth to purchase. The object must be one that would have been available in a settlement you have visited within the past 1 week per caster level.

***Reductive Reasoning***

The chronomancer may use her temporal energy to recover lost spell slots. If she wishes, she may recover spell slots at a rate of 1 temporal energy per level of the spell slot she wishes to recover.