Chronomancer

A human chronomancer

Humanity, civilizations and worlds it self. They are created and they expire. The only constant is time. The chronomancer has found a way to control this constant, whether through magic or experimental tech.

Using control over the time flow, they support their squad and provide various utility.

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## Features

### Animal Form

You gain proficiency in *Light Armor*, *History* and 1 language of choice. Additionally, you gain the two following abilities:

> ***Skip*** - You can manipulate the timestream to optimize the efficiency of your items. You can ignore the ‘Rate’ properties of weapons and the ‘Timed’ properties of consumables.
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> ***Chronomancy*** - You control the timestreams and can unleash some basic  effects as a result. At the end of your sleep rest, roll an amount of d20 dice equal to the Chronomancer features picked, these are your Chrono-dice. Note the result of these rolls. You can use these dice for the following actions:
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> * Foresight (reaction, 1 Chrono -dice) - Whenever you or a creature that you can see within 30 ft rolls a d20,  you may use your reaction to spend one of your Foresight Dice of choice to Enigmatically override the result. The bonuses are applied after.
> * Revert (2AP, 1 Chrono-dice) - You Enigmatically revert a creature that you can see and move it back to near its earlier position from the start of its previous turn. The creature makes a Constitution Save to your Chronomaster Save DC in an attempt to save from this effect. If failed, it also forget the events since the beginning of its last turn, although it maintains any physical inflictions applied to it.
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### Advanced Chronomancy

Time is on your side. Use it and unleash its potential. You gain the two following abilities:

> ***Age*** (2AP) - You attempt to Enigmatically age a target creature within 30ft. It makes a Constitution Save to your Chronomancer Save DC or take 1d6 necrotic damage. If succeeded, it takes half. The creature also ages up visually until the end of their next long rest.
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> ***Advanced Chronomancy*** - You gain the following Chronomancy actions:
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> * ***Haste*** (3AP,2 Chrono-dice, 1 minute concentration) - Choose a willing creature that you can see within 30ft. Until the effect ends, the target’s speed is Enigmatically doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains 2 additional AP.
> * ***Slow*** (3AP, 2 Chrono-dice, 1 minute concentration) - You Enigmatically alter time around up to six creatures of your choice in a 40-foot cube within 60ft. Each target must succeed on a Wisdom saving throw to your Chronomaster Save DC or be affected by this spell for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't. A creature affected by this effect makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
> * ***Shift*** (1AP, 1 Chrono-Dice) - You do an Enigmatic timeshift causing you to appear to teleport to a location that you can see within 30 ft. Then roll a d20, if you roll a 20 you regain all your hit points. If you roll a 1, you are reduced to 1 hit point.
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### Convergence of Timelines

You are able to manipulate other timelines and create fixed points in your timeline; a point that you are able to go back to at will. You gain the following ability:

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> ***Fixed Points*** - Every rest you take; you create a Fixed Point in the timeline, which can be used for the following two Chronomancy actions:
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> * ***Rollback*** (reaction, 1 Chrono-Dice) - When all your allies have died, you can go Enigmatically go back in time to the last Fixed Point in time, but due to your meddling in time some things have been altered:
> 	+ You gain 2 stacks of permanent Insanity when this happens, each of your allies gains 1 stack of Insanity.
> 	+ All your allies start with only half their maximum hit points and hit dice. Rounded up.
> 	+ All expended items like ammo and consumables remain expended.
> 	+ The allies regain all half the charges of their archetypes. Rounded up.
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> * ***Everywhere, Anywhere, All At Once*** (1 minute, 2 Chrono-dice) - You replace an ally with a version of itself from the latest Fixed Point from a different timeline, the ally you replace can be dead. The ally Enigmatically disappears and comes back with:
> 	+ They start with half their hit points and half their archetype charges. Rounded Up.
> 	+ All their skill proficiencies must be reshuffled; as they have lived a different early life in their timeline.
> 	+ They don’t remember the events since the last Fixed Point. Otherwise they remember the rest of the events of the campaign perfectly. Unless the DM and the affected player choose to want this.
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### Time Slipping

You move out of time, giving yourself longer lifetimes and faster movement speed:

> ***Timeslipping*** - You slip through time, giving you the following bonuses:
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> * You gain + 5ft movement speed.
> * Your aging is paused and you cannot die of old age as a result.
> * While making crafting in downtime, you make 10C worth of additional progress every workweek. This becomes 15C per week when overworking.
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### Time Manipulation

Using time manipulation you can cause some effects to linger longer while you can forward preparations times.

> ***Time Manipulation*** (reaction) - You can double the duration of a triggered effect within 30ft range that you can see.  Or you can half prepare time for any action that costs at least a minute to trigger or more.
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