T C C M ! Ï , ness ness the the equiva equivalen lentt of 1000 1000 lifet lifetime imes, s, I mysel myselff witnes witnes- - sed the rise of the Warforged and the events of their 400 year war.”
— Thaddeus Thaddeus
W C? A Chronomancer is someone that t hat manipulates time in order order to cast cast spells spells,, alter alter realit realityy, rever reverse se fatal fatal wound wounds, s, and protect their body from the ravages of ageing. Chronomancy takes immense focus and isn’t a natu natura rall form of magi magicc and and is only only cont contro roll lled ed by those those time shard . that have possession of a time
On the topic of shards...
Time Shards are of course rare... Really rare. They're only created when a time orb is shattered, and if that happens when there are no other time orbs close in order to stabilise the timeline, disaster is bound to unfold around the shatter-point .
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As a Chronomancer you gain the t he following: Hit Dice: 1d8 per chronomancer level, Hit Points at First Level: 8 plus your Constitution Modier Hit Points at Higher Levels: 1d8 (or 5)+ your constitution modier per chronomancer level after rst
As the time shards in your body touch the timeline aroun around d you, you, you you’re ’re able able to start start tappi tapping ng into into this this enenergy to cast Chronomancer spells. See chapter 10 of the Player’s Handbook for the general rules of spell casting, and you can see the specic Chronomancer spell lists at the end of this document.
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At rst level you know two Chronomancer cantrips from the Chronomancer spell list. You learn additional Chronomancer cantrips at higher levels.
Armor: Light Weapons: Weapons: Daggers, Quarterstaves, Light Cross-
bows, Maces Tools: Forgery Kit Saving Throws: Wisdom, Intelligence Choose two two from: from: Arcana Arcana,, History History,, Insigh Insight, t, Skills: Choose Investigation
P C S The Chronomancer spell table shows how many spell slots you have to cast your spells 1st level or higher. To To cast one of these spells you must expend a spell slot of the spells level or higher. You regain all spell slots when you nish a long rest. You You Prepare the list of Chronomancer spells that are are avai availa labl blee for for you to cast cast,, choo choosi sing ng from from the Chro Chro-nomancer spell list. When you do so choose a num ber of spells equal to your Constitution Constitution Modier + your Chronomancer level (minimum of one spell).
E You You start with the following equipment, in addition to the equipment granted by your background: • (a) A shortsword and Light Crossbow (b) A Mace and a quartersta • Leather armor • Forgery kit • 10 pages of parchment, a quill, and some ink • Dungeoneer’s pack
S A Constitution is your spell casting ability. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modier when setting the saving throw DC with one of your chronomancer spells and when you make an attack roll with one. Spel Spelll save save DC= 8 + your our pro proci cien ency cy bonu bonuss + your our constitution modier. modier. Spell attack Modier = your prociency bonus + your constitution modier. modier.
S F As the t he time energy is literally manifesting itself inside your body due to the time shards, you only need to direct it. You You don’t need a spellcasting focus, but you may use one if you so wish.
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T C Level
Prociency Bonus
Features
Cantrips Known
1st 2nd 3rd 3rd 4th 5th 6th 6th 7th 7th 8th 8th 9th 9th
1st 2nd
+2 +2
2 2
2 3
-
-
-
-
-
-
-
-
3rd 4th 5th 6th 7th 8th 9th 10th 11th
+2 +2 +3 +3 +3 +3 +4 +4 +4 +4
2 2 3 3 3 3 3 4 4
4 4 4 4 4 4 4 4 4
2 3 3 3 3 3 3 3 3
2 3 3 3 3 3 3
1 1 2 2 2
1 2 2
1
-
-
-
12th 13th 14th 15th 16th 17th 18th
+4 +5 +5 +5 +5 +6 +6
Spellcasting, Shard Rift Shard Charge, Age is Just a Number Time Shard Enhancement Ability Score Improvement Reset Time Shard Enhancement Shard Rift Ability Score Improvement Time Heals all Wounds Gamble with Time Time Shard Enhancement, Age is Just a Number Ability Score Improvement Shard Rift, Impact Pulse Time Heals all Wounds Clockwork Hands Ability Score Improvement Flux, Time Shard Enhancement Time Heals all Wounds, Age is Just a Number Ability Score Improvement Tachyon Surge
4 4 4 4 4 5 5
4 4 4 4 4 5 5
3 3 3 3 3 4 4
3 3 3 3 3 3 3
2 3 3 3 3 3 3
2 3 3 3 3 3 3
1 2 2 2 2 3 3
1 1 1 1 2 2
1 1 1 1
1 1
5 5
5 5
4 4
3 3
3 3
3 3
3 2
2 2
1 1
1 1
19th +6 20th +6
Chronomancer Spell list and spell descriptions are included at the end of this document.
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As an action, you can expend any number of Shard Charges to heal 1d4+1 per fate die expended while using this ability. At 9th level, healing die becomes a d6, at 14th le vel, the healing die becomes a d8, and at 18th level, the healing die becomes a d10.
At 1st level, you gain a portion of control over the energy generated by the time shards in your body. Instea Instead d of pulsin pulsingg aroun around d your your body body, you you can releas releasee this energy in violent bursts during an attack. You You may add 1d4 Force damag damagee to any any succes successfu sfull melee or spell attack you make. You You are able to do this Constitution Constitution Modier times per day and you gain all uses of this plus 1 feature back after a long rest. At 7th level, the damage increases to 1d8. And then at 13th level, the damage increases to 1d12.
L' J P T S You You may expend a Shard Charge in order to create a small temporal eld in your immediate area, giving you a little bit more time to think and act. You may take an additional Bonus Action this turn. You You may only o nly use this Shard Charge Ability once per round.
S C At second level, drawing on the powers of the time shards has built up a tolerance in your body, allo wing you to manipulate the flow of time around you more more meanin meaningfu gfully lly.. Your discov discovery ery of this new new found found powe powerr gran grants ts you you short short burs bursts ts of temp tempor oral al surges re re Shard Charges . presented by Shard You You have Shard Charges equal to your prociency bonus plus Constitution Modier . When you expend a Shard Charge, it is unavailable to you again until you nish a long rest.
A J N At 2nd level, the Time Shards in your body begin to alter you physiology slightly. You no longer show signs of physically ageing, although, it does not affect your actual age and you can still die from old age. At 11th level, you no longer age at all, except by magical eects. At 18th Level, not even magical eects eects can age you, unless you so choose, you also now can complete a full nights sleep in half the time it would normally take you.
P F Choose a target, as an action, you expend a Shard Charge in order to attempt to predict the target’s future and slightly alter it. If the target is hostile or unwilling, they make a Wisdom Saving Throw versus your Spell Save DC . If they pass, your prediction fails, if they fail, you successfully predict their immediate future. You maintain this hold on your target for up to an hour or until you attempt to alter their future or you use another Shard Charge Ability. Ability. As the target is taking an attack action or making a skill check, you may attempt to alter their future. If you do, roll a d6. You may add or subtract your roll from theirs.
T S E When you reach 3rd level, the time shards within your body begin to enhance your entire being, most notably your speed, and your thinking capacity. capacity. You can focus on one of these aspects or allow them to continue to enhance your body on their own. These focuses are: • Reflex Shards • Mental Shards • Balanced Shards These focuses are detailed at the end of the class description, before the chronomancer spell list. Your Your Time Shard Enhancement grants you features at 3rd level, and again at 6th, 11th, and 17th level.
R B T You You may expend one Shard Charge to bring the future to you, bringing your future self to the present. You You take an additional action and move up to half your movement speed in addition to your previous actions and movement this turn. On usin usingg this this Shar Shard d Char Charge ge abil abilit ityy, you you must must for forfeit your next turn. You You may only use this Shard Charge ability once per turn.
I’ , I’ . F . N time to say ”Hello, Goodbye”. I’m late, I’m late, I’m late. White Rabbit — White
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• Do 1d4 extra force damage • Take the disengage disengage action as a bonus action • Cause the creature to be caught in a moment in time and unable to move during its next turn • Form a temporary temporary shield to increase your your AC by 2 until your next turn
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 featu eature re.. You can can choo choose se to gain gain a feat eat as per per the the Pla Player’s Handbook instead of improving ability scores.
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At 17th level, with so much temporal energy courcoursing through your body, you constantly shift a few milliseconds out of alignment with the current timeline. This gives you a slight edge in combat and grants you a bonus 3 AC.
At 5th level, you are able to shift time back a slightly enough for you to x small mistakes. You You may re-roll an attack roll, ability check, or savin savingg throw throw with with adva advant ntag age, e, you must must take take the new new roll. You You may only do this once per short rest.
T T S At 20th level, your abilities have reached their peak. You You gain the t he ability to learn the complete history of an object by holding it and focusing your time energy through it for 10 minutes. If you are disturbed during this time, you only learn key events in the objects history and may have some muddled information on other aspects. You You may only use this feature once per long rest.
G T At 10th level, if you have only 1 Shard Charge left, you may expend it in order to roll 2d6 and consult the following outcomes: • If 1 number is odd and 1 is even, regain 0 Shard Charges • If both numbers are odd, regain regain 2 Shard Shard Charges Charges • If both numbers are even, regain 4 Shard Charges • If both numbers are the same, regain all Shard Charges This feature can only be used once per long rest.
I P At 13th level, if you are hit with a critical attack, the Time Shards in your body react by slowing the attackers weapon down slightly. Roll the same die as the attacker rolled to calculate weapon or spell damage and subtract your roll from the total damage. If they used multiple die to calculate damage, use the largest die.
C H At 15th level, you’ve channel the current of time so much through your hands, you’re able to manifest time energy into a physical form around them. You You become procient in unarmed combat, your sts do 1d6 force damage, and you may use Dexte- rity or Strength as your attack stat. In addition to this, if you successfully land a hit with your sts, you may invoke one of the following eects:
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S D Starting at 11th level, you can cast spells that require 1 action to cast as a bonus action instead.
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Starting at 17th level, your spellcasting ability is so powerful you can predict what needs to be cast before you need it, as a result, the temporal energy starts building up before you attack, strengthening the eect. Spell Save DC and Spell At- Add +1 to both your Spell
Focusing all the temporal energy into your physical abilities allows you to move faster and attack more.
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tack
Starting when you choose this Shard Enhancement at 3rd level, your movement speed is increase by 15ft. You You also have advantage on initiative rolls.
B S S Instead of focusing on a specic Shard element, you instead opted to train your entire body to handled the stresses of temporal entanglement better.
D- Starting at 6th level, you can take an additional action during your turn.
P F Starting when you choose this Shard Enhancement at 3rd level, you have advantage when rolling for initiative.
T W W A Starting at 11th level, if you are reduced to 0 Hit points points,, you you can instea instead d expend expend your your remain remaining ing Shard Shard Charges and regain 1d4 plus 1 hit points per Shard Charge expended and remain standing. You You also gain 1 bonus AC per Shard Charge expended until your next turn.
Starting at 6th level, you can take an additional action during your turn.
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At 17th level, you can push your body to the absolute physical limits using channelled temporal energy. Your Your movement speed is increased by a further 15 feet and you can take another additional action on your turn.
Starting at 11th level, you can cast spells that require 1 action to cast as a bonus action instead.
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M B M Starting at 17th level, you have gained enough control over the time shards in your body to allow you to teleport yourself. Instead of moving during your turn, you can instead teleport up to 50 feet in any direction. If you end your turn inside a solid object or creature, you take 1d10 bludgeoning damage and are moved to the closest free space. You You can do this Constitution modier + 1 times per long rest.
M S Technically Technically,, you’re you’re focusing on how to focus better. better. But that means you’ll be able to control the flow of time through the Shards with more control and nesse, resulting in deadlier spells.
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T ’ , . I’ -
Starting when you choose this Shard Enhancement at 3rd level, you can re-roll one spell attack roll per encounter.
credibly irresponsible.
— Rick Rick Sanchez
I M Starting at 6th level, you can no longer be Frighte- ned, Charmed, or Maddened
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Melf’s Minute Meteors Slow Time Bomb Tongues Tongues Water Water Walk Wind Wall
Cantrips (0 Level)
Blade Ward Bolt of Time / Epoch Bolt Friends Halt Mage Hand Mending Message Minor Illusion Resistance Shillelagh True Strike Vicious Mockery
4th Level
Arcane Eye Bane Shot Blight Death Ward Dimension Door Elemental Bane Fabricate Hallucinatory Terrain Phantasmal Killer
1st Level
Absorb Elements Bane Charm Person Chromatic Orb Command Feather Fall Heroism Inflict Wounds Jump Revert Time Silent Image Spell Blade Tenser’s Tenser’s Floating Disk
5th Level
Antilife Shell Destructive Wa Wave ve Dominate Person Geas Hold Monster Modify Memory Riddle Scrying Wall of Force 6th Level
Arcane Gate Circle of Death Contingency Enervation Eyebite Globe of Invulnerability Magic Jar True Seeing Woeful Stab
2nd Level
Alter Self Arcane Lock Augury Blur Cloud of Daggers Continual Flame Crown of Madness Find Traps Hold Person Invisibility Mirror Image Misty Step Ray of Enfeeblement Reflexive Shot Shatter Sphere of Time
7th Level
Delayed Blast Time Bomb Finger of Death Forcecage Mordenkainen’s Mordenkainen’s Sword Prismatic Spray Regenerate Teleport Teleport 8th Level
Abi-Dalzim’s Horrid Wilting Feeblemind Glibness Mind Blank Rip through Time
3rd Level
Aura of Vitality Blade Ward Blink Bonesword Counterspell Dispel Magic Fly Haste Major Image
9th Level
Meteor Swarm Quantum Shift Time Stop Gate
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D B T B
The spells below are the ones from the Spell List that are not in the Player’s Handbook or Elemental Evil Player’s Companion. These spells are presented in alphabetical order.
7th-level 7th-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S, M (A small cog wheel) Duration: Concentration, up to 1 minute
A beam of white light flashes from your pointing nge ngerr, then then conde condens nses es to ling linger er at a chose chosen n poin pointt wiwithin range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into a vortex that spreads aroun around d corne corners rs.. Each Each crea creatu ture re in a 40 ft sphe sphere re cencentered on that point must make a Dexterity saving throw. A creature takes force damage equal to the total accumulated damage on a failed save, or half as much much dama damage ge on a succe success ssfu full one. one. The The spell spell’s ’s babase dama amage is 9D8 9D8. If at the the end end of your our turn urn the the bead bead has not yet detonated, the damage increases increases by 1d8. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to create a black hole. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the creature or object, the spell spell ends ends,, and and the bead bead expl explod odes. es. The The expl explosi osion on damages objects in the area and moves light to moderately weighted objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th.
B S 4th-level 4th-level evocation
Casting Time: 1 bonus action Range: Touch Components: S, V Duration: 1 Round
You You touch a ranged weapon that uses ammunition, infusing it with the power of time. For the duration, when you attack with the weapon and hit, the target must make a Constitution saving throw. It takes an extra 4d6 Necrotic damage on a failed save, or half as much on a successful one. For the duration the weapon is considered magical if it is not already.
B O T (E B) Evocation Cantrip
Casting Time: 1 action Range: 120 feet Components: S, V Duration: Instant
A beam of energy with a blueish/purpleish hue streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 (2d4) force damage. All damage in brackets brackets are when the spell is altered to be Epoch Bolt. The spell’s damage increases by 1d8 when you increase the spell every 2 spell slots making it 2d8 (4d4) at 2th level, 3d8 (6d4) at 4th level, and 4d8 (8d4) at 6th level and so on.
E 5th-level 5th-level necromancy
Casting Time: 1 action Range: 25 feet Components: V, S Duration: Instantaneous
You You point at a target and they immediately feel their life force slipping away. If it fails a Constitution save, it loses hit points equal to the level of the spell level multiplied by 4, if it fails, or half damage on a succ success ess.. If the targ target et’s ’s hit hit poin points ts is redu reduce ced d to 0 from from this spell, the target dies and cannot be resurrected by anything other than a wish spell.
B 3rd-level 3rd-level necromancy
Casting Time: 1 action Range: Self Components: V, S, M (one bone, which the spell
consumes) Duration: Concentration, up to 10 minutes A bone, held in your free hand, becomes become s a short sword, longsword or great sword. It lasts for the duration and then crumbles to dust. Anyone may use the bone sword, and it is a magic weapon. While wielding the bone sword, you are procient with it. It deals an extra 2d6 necrotic damage against any living creatures.
R S 2nd-level transmutation transmutation
Casting Time: 1 re-action Range: Self (30ft) Components: V Duration: Instant
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When any Friendly Fr iendly creature within 30 feet of you moves, and would provoke an attack of opportunity, cause the attack to have disadvantage.
8th-level 8th-level evocation
Casting Time: 1 action Range: 150 Feet Components: S, V Duration: Concentration, up to 1 hour
H
Portals to other timelines rip open in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 9d10 psychic damage and is immobilized for 1 minute. On a successful save, it takes half as much damage and isn’t immobilized by this spell. A creature immobilized by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer immobilized. This spell also sucks away any magically created darkness.
1st-level 1st-level illusion
Casting Time: 1 action Range: Touch Components: S Duration: Concentration (Up to 10 Minutes)
Your Your footsteps footsteps and armor make no noise, giving you advantage on stealth checks to avoid detection while moving. At Higher Levels. When you cast c ast this spell using a spell slot of 2nd level or higher the number of creatures number of creatures you can target increases by 1 for each spell slot above the rst.
S B R T
1st-level 1st-level conjuration
Casting Time: 1 action Range: self Components: S, V Duration: Concentration, up to 1 minute
1st-level 1st-level evocation
Casting Time: 1 action Range: Touch Components: V, S Duration: Instant
You You conjure a blade of force in your free hand. The blade is similar in size and shape to a short sword, and lasts for the duration. If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action. You are procient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and nesse properties. As a bonus action, you may cast a spell with a range of touch into the blade. The spell is held until it is released or the blade disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released. The target is aected as though you had cast the held spell on it.
A creature c reature you touch has its wounds revert back in time. That creature gains hitpoints equal to 1d8 + your wisdom modier. This spell as no eect on creatures that are undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each spell slot level above the rst.
Q S 9th-level 9th-level evocation
Casting Time: 1 action Range: 1 mile Components: S, V Duration: Concentration, up to 10 minutes
T B 6th-level 6th-level enchantment
Casting Time: 1 action Range: 150 feet Components: V, V, S, M (a small cogwheel) Duration: Instantaneous
You You force open the strongest strongest rip in time creating an aging vortex for any enemy inside its area. All creatures within a 40foot-radius sphere centered on a specic target must make a Wisdom saving throw. The sphere spreads around corners. A creature takes 7d12 force damage and 3d12 necrotic damage on a failed save, or half as much on a successful one. After the damage has been dealt, every enemy that that took took dama damage ge from from this this spell spell must must mak make anot anothe her r Wisdom saving throw. throw. On a success, creature takes t akes half damage, in addition to the damage previously. On a failure, the creature ages 1d100 years.
A bright streak flashes from your pointing nger to a point you choose within range then blossoms with a low roar into an explosion of arcane. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 7d8 force damage on a failed save, or half as much damage on a successful one. one. The The expl explosi osion on spre spread adss arou around nd corne corners rs.. It suck suckss in loose objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell
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using a spell slot of 5th level of higher, the damage increases increases by 1d8 for each slot level above 4rd.
References
Images:
Chronomancer: Tabletop Game: "Frostgrave" Shard: Shard: hsmr on DeviantArt DeviantArt [https://h [https://hsmr.d smr.devian evianttart.com/] Clock: [http://tinyurl.com/y9yoyxxc] [http://tinyurl.com/y9yoyxxc] Hourglass: Trading card game "Time Flux: Origins of War"
W D 6th-level 6th-level conjuration
Casting Time: 1 bonus action Range: Self Components: V, S, M (a single rib) Duration: 1 round
Texts
Spells and Formatting: 5e Chronomage (Chronomany) by xFOAxREAPER [http://tinyurl.com/yarkyy5f] Quotes: https://www.goodreads.com/quot https://www.goodreads.com/quotes/tag/ties/tag/time Rick and Morty Alice in Wonderland
A dagger in the back might hurt for some time, but the pain of a woeful dagger never ends. You con jure a woeful dagger in your free hand, which lasts for the duration. You are procient with the woeful dagg dagger er and and you may may use use your our spell spell cast castin ingg abil abilit ityy ininstead of Strength for the attack and damage rolls of melee attacks using it. It deals 2d4 piercing damage it, and is considered a magic weapon. Once during the spell’s duration, when you hit a creature with the woeful dagger, you can make a woeful stab. The creature you hit must make a Wisdom saving throw. You You deal an extra 10d10 psychic damage, half as much on a success. If the creature fails, The creature is stunned for a minute or until it makes its saving throw.
Original Credits
Heavily based on “Zst0rm” from reddit’s unearthed arcana’s chronomage class. Just rebalanced and renamed things for my game. (“Zst0rm’s (“Zst0rm’s”” ORIGINAL ORIGINAL CREDITS) CREDITS) INSPIRA INSPIRATION TION Pattycakeee‘s Pattycakeee‘s Shaman homebrew class. Middle Finger of Vecna’s School of Chronomancy. Chronomancy. Monk, Wizard, Sorceror and Cleric from the 5e Player’s Handbook by Wizards of the Coast. PERSONAL THANKS My local D&D groups for being supportive and helping with the overall idea.
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tually have to change them yourself.
— Albert Einstein Einstein
— Andy Warhol
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material mater ial is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2017 by Josh Mercieca and published under the Community Content Agreement for Dungeon Masters Guild.
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