# School of Chronomancy There is one school of magic that is stranger, more chaotic, more unweildy, and inarguably cooler than any other: the magic of time. A variant of transmutation that deals with the fabric of time rather than space, progress in the field of chronomancy is stilted, as failures that rewrite or are eliminated from the timeline are as of yet impossible to track. The difficulty of attempting to direct a flow which is contantly in motion cannot be understated. This much is known: the power of time and those objects which control it kick ass, and anyone who does anything else is wasting their time. #### Chronomancy Savant Beginning when you select this school at 2nd level, the time you must spend to copy any spell into your spellbook is halved. #### Magic Reflexes Starting at 2nd level when you choose this school, you learn how to manipulate the flow of time enough to inhibit or exacerbate the speed at which others act. When rolling initiative, choose one creature that you can see within 120 feet. You may choose to give this creature advantage or impose disadvantage on their initiative roll. Additionally, you may add your intelligence modifier to your own initiative rolls. #### Extension/Abbreviation Starting at 6th level, you have learned to warp time around you to benefit your spellcasting. A number of times equal to your Int modifier (minimum of 1), you may convert the casting time of a spell or cantrip from an action to a bonus action or vice versa. If the spell takes longer than an action to cast, you may use this feature to halve the amount of time it takes to cast the spell. Alternatively, you can use this feature to double the duration of a spell that you are casting. This ability recharges at the end of a long rest. #### Timeslip Starting at 10th level, your studies into the power of time have left you with several benefits to your passive lifestyle, as well as several quirks from interacting with the raw force of time. Casting a spell as a ritual adds 5 minutes to the casting time instead of 10. You can gain the benefits of a long rest, a short rest, and attunement in half the time that is usually required. In addition, you gain the ability to displace yourself from time by a few moments. When a creature attacks you or makes an attack with an area of effect that you are included in, you may use your reaction to roll a d20. On a roll of 10 or higher, you blink into the future and take no damage or effects of the attack. You reappear at the beginning of your next turn. If a creature has occupied your space in the time between your disappearance and reappearance, you take 1d10 force damage and are shunted to the neariest occupiable space. You can use this feature after the creature has announced intent to attack, but it must be used before the creature rolls to hit or you roll your saving throw. You can use this ability once per long rest. A use of this ability that does not succeed does not count as a usage for purposes of recharging the ability, but still takes the reaction. Alternatively, you may use this ability to send yourself backwards a few moments. You may use this feature as a reaction at the end of your turn to immediately take another full turn of combat. You do not regain your reaction for the round, and using the ability in this way fully expends it. Using the feature in this way is difficult to do; you must roll a constitution saving throw with a DC equal to your spell save DC or become severely nauseous, imposing disadvantage on any saving throws you make until the end of your next turn. #### Advanced Chronology Starting at 14th level, your ability to warp time becomes more powerful. When using extension/abbreviation to change a spell's casting time, you may now convert spells to and from reactions. In addition, your timeslip feature now succeeds on a roll of 5 or higher.
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