The Chronomancer

The Chronomancer

Time, the final arbiter of all life. Most stand idly in the flow of time, unable to break out of the flow as they slowly age and decay, but some powerful magi refused to accept this fate. These sorcerer's and their apprentices spent all their lives working on a way to manipulate the never ceasing flow and after many generations their hard work payed off. The rest of the wizarding world was astounded by the new magic, however those who spent their entire lives consumed by their research were not eager to share their secrets. Those who could control the flow began to secret themselves away; however, there was nowhere they could hide from those who truly wished to find them. They decided to flee to the only place nobody would bother them, instead of hiding somewhere else, they hid sometime else, and have not been seen since.

The Flow of Time

Chronomancers gain their magical powers directly from the flow of time, harnessing its energy to manipulate the interwoven time and space at their very foundations.

Many of those who are lucky enough to study under the masters are doomed to failure and an untimely death. Any mistakes when directing the flow if time can lead to the caster stuck in a different era with no way to return or even possibly shred them to pieces as the space its self is distorted with them in it.

Those who master the art of chronomancy are able to move freely about the flow neither constrained by time nor space. Mathaius, the first and most powerful of the chronomancers, has been believed to have stopped world threatening events before they have even begun.

Chronomancers, like other wizards, learn to control their power through strenuous study as incessant as time its self. They spend an eternity under the guidance of a master though they typically only see each other when the pupil is having difficulty with their studies.

Chronomancers tend to take on apprentices that have undergone extreme hardship due to events such as wars as these students often have a strong desire to master their newfound powers. Otherwise the pupils often give up after a few years of study, not nearly long enough to master the art of chronomancy.

The Solitude of the Unaging and Time's Punishment

Chronomancers are not often part of large groups of people and tend not to become attached to any individuals. As they walk the eons they witness countless others age, die, and decay around them. This has often led to chronomancers keeping to themselves so as not to undergo the burden of losing countless others they have come to care about.

Chronomancers magic also comes at a price, with such great power comes a great curse as well. Time its self punishes those who seek to manipulate it. This punishment often comes in the forms of visions or dreams of unpleasant scenarios such as extremely realistic dreams of all the ways you may die. This punishment often takes a toll on the psyche of those who meddle with time and space.

Creating a Chronomancer

Creating a chronomancer demands a backstory dominated by some catastrophic event that, by altering the flow of time, could be undone possibly saving a loved one or stopping the return of a demon. What motivation does your character have for spending ages studying magic, why would a master chronomancer chose you over someone else, did you offer your master something valuable in exchange for this much sought after knowledge, are you the child of two chronomancers?

Why are you adventuring now? Have you come to a roadblock in your studies that could be solved more easily by traveling than by study? Have you been abandoned by your master or are you just out to get some practical experience to reinforce what you have learned so far?

Chronomancer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, If at First You Don't Succeed, Ageless Body 2 2
2nd +2 Time is but an Illusion 2 3
3rd +2 Flow Focus 2 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 If at First You Don't Succeed, Direct the Flow 3 4 3 2
6th +3 Flow Feature 3 4 3 2
7th +3 Take Your Time 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Flow Feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Flow Feature 4 4 3 3 3 2 1 1
15th +5 Time Well Spent 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 View the Flow 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Time to Die 4 4 3 3 3 3 2 2 1 1

Quick Build

You can create a chronomancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by intelligence and constitution. Second, choose the sage background. Third, choose the Distortion Bolt and Accelerate as cantrips and choose Take Five, Deja Vu, and Time Bomb as first level spells.


Class Features

As a chronomancer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per chronomancer level
Hit Points at 1st Level: 6+ your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per chronomancer level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons, Daggers, Light Crossbows, Darts, Quarterstaffs.
Tools: One gaming set of your choice
Saving Throws: Wisdom, Intelligence
Skills: History and choose two from Arcana, Insight, Investigation, Perception, Medicine, Religion, Deception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) a light crossbow and 20 bolts
  • (a) an explorer's pack or (b) a scholar's pack
  • a component pouch or gaming set

Spellcasting

As one with understanding of the eternal flow of time you are able to cast chronomancer spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this tome for the chronomancer spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the chronomancer spell list. You learn additional chronomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chronomancer table.

Preparing and Casting Spells

The chronomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of chronomancer spells that are available for you to cast. To do so, choose a number of spells equal to your Wisdom modifier + your chronomancer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level chronomancer, you have four 1st-level spell slots and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd-level, in any combination. If you prepare the first level spell Take Five, you can cast it using a 1st-level or 2nd-level spell slot. Casting the spell doesn't remove it from your list of prepared spells.

Spellcasting Ability

Wisdom is your spellcasting ability for your chronomancer spells, since the power of your magic relies on your understanding of the flow. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a chronomancer spell you cast and when making the attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom Modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can manipulate the flow through your gaming set and may use it as a spellcasting focus for your chronomancer spells.


If at First You Don't Succeed

At 1st level your budding knowledge of the flow allows you to influence your path in the river of time. You can allow one target to reroll any skill check, attack roll, or saving throw if and only if they have failed to hit, failed the skill check, or failed the save, they must take the new result. This feature can be used a number of times equal to your Wisdom modifier. You regain any expended uses when you finish a long rest. Additionaly at 5th-level you can choose a target that has succeeded in hitting with an attack, skill check, or saving throw.

Ageless Body

Your mastery of time has allowed you to halt your aging process. You can no longer unwillingly grow older or die of old age regardless of your race.

Time is but an Illusion

Starting at 2nd-level you can use your knowledge of the flow to show images of other places and times, you can now prepare illusion spells from the wizard spell list.

Flow Focus

When you reach 3rd-level, you become attuned to a specific property of the river of fate: Time, Space, or Flow, all of which are detailed at the end of the class description. Your choice grants you additional features at 3rd-level, and again at 6th, 10th, and 14th level.

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.

Direct the Flow

At 5th-level you may roll two d20s and record the numbers rolled. You may direct your reality down a desired path replacing any attack roll, skill check, or saving throw made by a creature you can see with one of these rolls after the result is seen but before success or failure is determined. Each roll may only be used once and when you finish a long rest you lose any unused rolls and roll two new dice.

Take Your Time

At 7th-level your mastery of time allows you to relax and get some extra time on your turns. Once per short or long rest you may take an extra action on one of your turns. At 17th-level this may be done twice per short or long rest. You also gain proficiency in initiative rolls.

Time Well Spent

At 15th-level you secret yourself away to train in a variety of skills. Choose two new skill proficiencies and then choose two skills you are proficient with, when making ability checks pertaining to those skills add twice your proficiency modifier to the results. You may change the skills selected with this feature every long rest by sending your past self a message through the flow.

View the Flow

At 18th-level when you take a short or long rest you are able to follow the flow. While resting you gain glimpses of the future. Roll a d20. If you roll below a 5 you gain nothing from the rest, if you roll between a 5 and 19 you may cast Only Time Will Tell without it taking up a spell slot, if you roll a 20 you may cast Well of Eternity without using a spell slot or the required materials.

Time to Die

At 20th-level you gain the ability to direct the flow toward someone's failure and death. That creature rolls a 1 on the next 2 rolls (attack rolls, saving throws, or ability checks). The creature experiences an extremely overwhelming sense of dread but is unaware of the source. Time to die can be used once per long rest.

Choosing a Focus

Chronomancer's often choose to specialize in one aspect of chronomancy. The three major focuses are on Space, Time, and Flow. Most chronomancers follow in their master's footsteps choosing to take the same focus as the one who taught them over the ages. If a chronomancer wishes to choose a focus in which they have no teacher the going will be slow and only the most studious pupils will make progress.

Focus of Space

This focus emphasizes the control of space instead of time as both are interconnected. Those who choose to research space altering magic may obtain unparalleled destructive power being able to rip apart space at a fundamental level, however focusing solely on the study of manipulating space detracts from the study of time.

Trace of Dissonance

Starting at 3rd level, your knowledge of space school chronomancer magic causes creatures affected by your space spells to lose connection to the flow. Each time a creature is affected by a space school spell you cast they are afflicted with a number of traces of dissonance detailed in the spells section (different for each spell). At 1 stack the affected creature has -5' of movement (to a minimum of 5'), at 3 the creature has -1 AC, at 5 the creature has -1 to hit, and at 10 the creature takes 1d8 force damage at the end of their turn. These repeat so, for example a creature with 12 stacks would have -10' of movement -1 AC, -1 to Hit, and take 1d8 damage at the end of their turn. These traces last 24 hours. The maximum number of traces of dissonance a creature can hace starts at 15 and increases by 15 at 5th, 11th, and 17th.


Decomposition

At 3rd-level you gain the ability to decompose targets afflicted by traces of dissonance. As an action you may choose to cause a target to decompose consuming all stacks of dissonance on the target and dealing 1d4 force damage per trace. At 10th-level this increases to 1d6, at 17th-level this increases to 1d8.

Worm Hole

At 6th-level your understanding of the flow allows you to traverse through space at will. Once per long rest you can open a worm hole to somewhere you have been in the past 24 hours. This worm hole is a circle with a radius of 4ft, stays open for 1 hour or until willed closed by its creator (whichever comes first), and can be used to transport any number of creatures or objects through it. This portal can not be opened in an area occupied by anything other than air, however if it is closed while something is halfway through it that object is cut when the portal closes, a creature is simply pushed to the side of the portal the majority of its body was on.

Spreading Dissonance

At 10th-level when a creature dies with traces of dissonance they may be moved to a creature within 30 feet of it, also when you kill a creature using decomposition you can move 1/2 of the total traces of dissonance from that enemy to another even though they were detonated.

Dissonant Pool

At 14th-Level your enhanced mastery of space and dissonance allows for you to easily increase the dissonance within a creature. You gain a pool of traces of dissonance equal to 1/4 your chronomancer level rounded down + your wisdom modifier. Whenever you add a trace of dissonance to a creature you can draw from this pool consuming any number of points and add that many extra traces of dissonance to a creature you can see. The pool is replenished on a long rest.

Focus of Time

This focus emphasizes the control of time, this is the most commonly walked path of chronomancy. Those who choose to focus their research on altering time obtain many useful techniques to interrupt their enemies and aid their allies.

Trace of Resonance

Starting at 3rd-level, your adept understanding of the flow of time and related magic causes creatures affected by your time spells to resonate with the flow. Each time a creature is affected by a time school spell you cast they are attuned with the flow and gain a number of traces of resonance detailed in the spells section (different for each spell). At 1 stack the affected creature has +5' of movement, at 3 stacks the creature has +1 AC, at 5 stacks the creature has +1 to hit, at 10 stacks the creature heals for 1d6 damage at the end of their turn. These repeat cyclically so, for example a creature with 12 stacks would have +10' of movement, +1 AC, +1 to hit, and heal for 1d6 damage at the end of their turn.

Resonate

At 3rd-level you gain the ability to cause a perfect resonance between a target and the flow of time. As an action you may choose a target creature affected by any number of traces of resonance, consuming all stacks on that target. The target heals 1d4 Hit Points per trace. At 10th-level this increases to 1d6, at 17th-level this increases to 1d8.

Time Well

At 6th-level you are able to create a pocket of time while you are resting. This pocket speeds up the rate at which those inside can rest. You and your allies can take a short rest or a long rest in half the time, you may use this feature once per long rest. Additionally this allows you to cast some chronomancer spells as reactions when a creature would take damage. At 10th-level you can use this ability twice per long rest.

Well Timed Defenses

At 10th-level any ally frozen in time by your abilities is immune to non-magical damage while frozen and takes 1/2 damage from magical sources, additionally they heal 2d8 hit points and gain two traces of resonance if they remain frozen at the end of their turn.

All's Well That Ends Well

At 14th-level your extensive study of time allows you to resurrect a target that has been dead for no more than 3 days once per long rest. The target corpse is reverted to its most healthy state in the last 3 days, if it was equally healthy at multiple points the most recent state is assumed. The target has the same number of hit points, experience, spells slots, and mundane items it had at the time of its optimal health.


Focus of the Flow

Some chronomancers choose to study that which is to come. Being able to predict and alter their own time line. Though all chronomancers can do this to an extent those who focus their studies on strengthening this ability are a force to be reckoned with, that is if they allow you to try at all.

Time to Help

At 3rd-level you may roll a d10 and record the number rolled after a long rest. You may direct your reality down a desired path adding this roll to any attack roll, skill check, or saving throw made by a creature you can see after the result is seen but before success or failure is determined. at 10th-level this becomes a d20. At the end of each long rest you lose any unused roll and reroll new numbers.

Divined Through the Flow

At 6th-level your focus on reading the flow gives you the ability to glean information regarding creatures you can see. You gain discreet information regarding a creature's ability scores, hit points, or motivations. This ability can be used twice per long rest. You are also now able to learn divination spells from the wizard spell list.

Ageless Practice

By 10th-level you have seen many interesting languages and people in the course of your travels and studies. Your linguistic knowledge gives you proficiency in any 2 languages of your choice. Your tutors bestowed upon your skills of your choosing, you gain proficiency or expertise in 2 skills of your choice (you may choose one proficiency and one expertise). You learn two more languages at 16th-level.

Try Try Again

At 14th-level you have a masterful knowledge of the flow and interpretation comes easy to you. Once per long rest you can treat the roll for any ability check you make as a 20, this must be decided before the roll is made.

Chronomancer Spells

Accelerate

time cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 Round
  • Trace of Resonance 1

You cause a target to speed up. They gain +1 to AC and +10 feet of movement and gain 1 trace of resonance if they are actively engaged in combat. This spell grants an additional +1 AC, +10 feet of movement, and trace of resonance at 5th, 11th, and 17th-levels.

An Eternity in a Minute

9th-level time


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of dust)
  • Duration: 3 seconds
  • Trace of Resonance: 3

You cause an object or creature you can see to experience time at an incomprehensively high rate. The target makes a wisdom saving throw and on failure is aged 1000 years in a matter of seconds. You may also give a creature in range 3 traces of resonance.

Banish

8th-level flow


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: M, V, S (Any device that tells time)
  • Duration: Instantaneous

You attempt to banish a creature or object that can fit in a ten foot cube you can see to another time. A creature must have less than 100 hit points and must make a wisdom saving throw, if it fails it is sent sometime else, maybe into the past to wreak havoc then, but it isn't here now so who cares?

Black Hole

7th-level space


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, V, M (a shard of obsidian)
  • Duration: Concentration, 3 Minutes or Until Dispelled
  • Traces of Dissonance: 4 on creatures in the initial zone, 3 on each creature that ends its turn inside the black hole, 2 on each creature that ends its turn in the field produced.

You create a black hole somewhere within 120 feet of yourself. The black hole is a sphere of radius 2.5 ft and it creates a gravitational field that redirects physical projectiles that pass within 15 feet of it. Creatures in the sphere when it is summoned take 6d8 force damage and creatures take 2d8 force damage at the end of their turn if they are in the sphere. Each creature that begins their turn within 10 ft of the sphere must succeed on a strength check or be pulled 5' toward the sphere and have no movement for the turn.

Blast From the Past

flow cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: M (gold) (X)
  • Duration: Indefinite

You can bring an object you once possessed to you through the flow of time. This object must not be worth more than the gold used as a component

Borrowed Time

5th-level time


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: concentration, 1 minute
  • Traces of Resonance: 4 as an option

You cause three creature's perception of time to be slowed giving them more time to think and act. Those creature gets 1 extra action or 4 traces of resonance and a bonus action on each of their turns for the duration.

Compression

space cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: M, V, S (anything brittle to crush)
  • Duration: Instantaneous
  • Traces of Dissonance: 1

You cause a crushing force on a target, make a ranged spell attack against the target. On hit, the target takes 1d8 force damage. The traces of dissonance imparted increases by 1 at 5th-level, 11th-level, and 17th-level.

Deja Vu

1st-Level flow


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M, V (a small doll)
  • Duration: 1 round

Create a clone of yourself where you were at the beginning of your last turn that uses the same series of actions you used on your last turn (it must move to the same space but may target different creatures with its spells). It comes directly after you in initiative order and has the same stats as you including anything gained from equipment. The clone and all its equipment disappears as soon as it makes its actions and can not cast spells more than 1 slot higher than the spell slot used to cast Deja Vu. You take 1/4 of the damage your clone receives. The clone can not create clones of itself or summon doppelgangers, if a clone would try to do so or cast a spell of too high a level it instead casts a cantrip of your choice.

Distortion Bolt

space cantrip


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V
  • Duration: Instantaneous
  • Traces of Dissonance: 1

You launch a dissonance shard at an enemy you can see in range. Make a ranged spell attack against the target. On hit, the target takes 1d6 force damage and makes a wisdom saving throw. on a failed save the target is afflicted with an extra trace of dissonance. The traces of dissonance imparted increases by 1 at 5th-level, 11th-level, and 17th-level.

Don't Make Me Repeat Myself

5th-level flow


  • Casting Time: 1 action
  • Range: Self
  • Components: M, V, S (a small doll)
  • Duration: N/A

Summon a clone of yourself in the position you were at the beginning of your last turn, the clone moves directly after you in initiative order and has the same stats as you including anything gained from equipment (it only has 1/4 your hp). It follows the same series of actions you took last turn (it must move to the same space but may target different creatures with its spells). It then waits until its next turn and then copies your most recent series of actions this continues until the clone is destroyed or until dismissed. The clone can not cast spells of a level more than 1 higher than the spell slot used to cast Don't Make Me Repeat Myself. The clone can not create clones of itself or summon a doppelganger, if a clone would try to do so or cast a spell of too high a level it instead casts a cantrip of your choice.

Fast Forward

time cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Concentration, Until willed to stop

Target creature makes a wisdom saving throw, on a failed save creature's perception of the world is sped up. The creature loses 10 ft of movement and gets -1 AC and a trace of dissonance. This increases at 5th, 11th, and 17th level.

Freeze

2nd-level time


  • Casting Time: 1 action/(reaction with Time Well)
  • Range: 60 feet
  • Components: S, M, V (Ice)
  • Duration: Concentration, 10 minutes
  • Trace of Resonance 3

You attempt to freeze a creature you can see, the creatures must make a Strength saving throw, on a failed save they are frozen in time, takes 1/2 damage from mundane sources, and can not be damaged by the caster of this spell.


Freeze Time

8th-level time


  • Casting Time: 5 minutes
  • Range: 1000 feet
  • Components: S, V, M (a cog or gear)
  • Duration: Concentration, 5 minutes

You briefly stop the flow of time for everyone except yourself. You are able to act freely for 5 minutes. The spell ends if any action you take affects a creature or an object being carried by a creature other than yourself.

Gravity Field

4th-level space


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, V
  • Duration: Concentration, 10 Minutes
  • Trace of Dissonance: 2 when a creature ends a turn in the affected area

You create a zone of altered gravity in a 15 foot square. In the area you can modify the gravity by any constant multiple between 0 and 2 hindering those in heavy armor or causing everyone in the field to be weightless. You can change this constant as a bonus action.

Gravity Prison

4th-level space


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 hour
  • Trace of Dissonance: 3 at the start of prisoner's turn

You attempt to imprison a creature in a prison of extreme gravity. The target must succeed a dexterity saving throw or be imprisoned. At the end of each of the target's turns the target may make a strength saving throw to escape the prison, on a successful save the target escapes, on a failed save the target is afflicted with another trace of dissonance. The prison is strong enough to destroy incoming physical projectiles, however magic can still affect the imprisoned creature and the imprison creature can cast magic through the prison.

When you cast Gravity Prison using a spell slot higher than 4th-level add 2 to the traces of dissonance received for each level above 4th.

Gravity Well

2nd-level space


  • Casting Time: 1 action
  • Range: 25 feet
  • Components: S, M, V (anything that floats in water)
  • Duration: Concentration, 3 minutes
  • Trace of Dissonance: 1 each time a creature alters its gravity, 1 when a creature ends its turn in the field

You create a spherical volume distinguishable in the air by a vivid distortion, centered 25 away from yourself with a 25 foot radius. Inside this zone any creature can change the effect of gravity on themselves using their bonus action, a creature can change both the direction and force of gravity anything from 0 times to 3 times the normal force.

Halt

1st-level time


  • Casting Time: 1 action/(reaction with Time Well)
  • Range: 60 feet
  • Components: M, S, V (the hand of a clock)
  • Duration: Concentration, 1 minute
  • Trace of Resonance: 2

You attempt to freeze a creature you can see, the creatures must make a Strength saving throw, if the target fails the save they are frozen in time for 1 minute. The target takes 1/2 damage from mundane sources and can not be damaged by the caster of this spell.

In the Nick of Time

1st-level time


  • Casting Time: reaction
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous
  • Trace of Resonance: 2

As a reaction when an ally sustains lethal damage if you have access of the resonate focus ability you can chose to give that ally 2 traces of resonance and consume all traces on the ally in an attempt to save their life.

Just a Minute

2nd-level time


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of string)
  • Duration: 1 minute
  • Trace of Resonance: 2

A target creature is surrounded by bubble of time for one minute to rest and relax. Time moves only for the target for the duration, however they can not leave the time bubble or interact with anything outside the bubble. The creature heals for 2d6 over the duration and gains 3 traces of resonance.

Me Myself and I

9th-level flow


  • Casting Time: 1 action
  • Range: Touch
  • Components: M, V (a clock of any sort)
  • Duration: Instantaneous

You contact others of yourself sharing your masterful link to the flow. Three other mirror images of you heed your call. One specializing in space, one specializing in time, and one specializing in the flow. These doppelgangers aid you for the remainder of the battle or until they drop below 10% of their maximum hit points. They then disappear without a trace. Just know they may one day call out for aid from you and may not be too happy if you ignore them. They have prepared every spell of their respective school.


Minute Men

7th-level flow


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (anything containing your DNA)
  • Duration: Instantaneous

You call into the flow for aid. Another you from another timeline comes to your aid. The doppelganger you summon moves after you in initiative order, is an exact copy of yourself when you cast it (including current hit points, spell slots, etc.) except it follows a random focus and disappears after the battle or when it drops below 10% hit points. Just know that it may call out for aid from you at some point in the future as well. The doppelganger knows all chronomancer spells of their school.

My World

9th-level time


  • Casting Time: 1 action
  • Range: Infinite
  • Components: S, V
  • Duration: 5 minutes

Time stops for everyone but you. You can move around freely and do whatever you like. Creatures can be affected and objects can be moved. Time seems to flow like normal to you. This spell is the culmination of chronomancy, the ability to create a world all your own. It does, however come with a risk, there is a 50% chance of time never resuming for the caster, trapping them eternally in a single moment and rendering interaction with the world impossible after the initial duration. Of all the chronomancers throughout the eons, only two have ever cast this spell and one was lost forever.

Night Time

2nd-level space/time


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something black)
  • Duration: Concentration, Up to 10 minutes
  • Trace of Dissonance: 1
  • Trace of Resonance: 1

You speed up time in a zone until it is the dead of night. A sphere with a radius of 15 feet becomes pitch black and imbued with time magic. A creature with dark vision can't see through this darkness, and nonmagical light can't illuminate it. Any creature beginning its turn in the darkness gains one trace of dissonance or one trace of resonance depending on your choice of flow focus.

Only a Matter of Time

7th-level space/time


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S, V
  • Duration: 4 rounds

You curse or bless a target. They are marked by the flow for failure or success. A cursed creature must make a wisdom saving throw, on a failed save the creature takes 4d6 force damage at the end of their turn and is afflicted with 4 traces of dissonance, a blessed creature heals for 3d8 hit points at the start of each of their turns and gains 3 traces of resonance at the start of each turn. Casting this spell using a slot of 8th-level or higher increased the duration by 1 round per spell level.

Only Time Will Tell

4ht-level flow


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M, V (A visage of the god of your choice)(25gp)
  • Duration: Instantaneous

Your magic and an offering allow you to hunt down a god or a god's servant in the flow. You are able to direct a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25% chance for each casting after the first to get a random reading. The GM makes this roll in secret.

Paradox

4th-level flow


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: M, V, S (chip of a turtle shell)
  • Duration: Concentration, Up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6: The creature doesn't move or take actions this turn.

7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10: The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.

Quantum Shift

6th-level space


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (dust)
  • Duration: Instantaneous
  • Trace of Dissonance: 8

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 20 force damage and gains 8 traces of dissonance. If this damage reduces the target to 0 hit points, it is ripped apart at a molecular level and disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the ToD increases by 2 for each slot level above 6th.

Quantum Split

8th-level space


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: M (a piece of parchment)
  • Duration: Instantaneous
  • Trace of Dissonance: 10

One creature you can see in range is split into pieces, each sent to different periods of time, some into the future, some to the past, some possibly to other timelines. The targeted creature must make a constitution saving throw. On a failed save the creature takes 12d8 force damage and gains 10 traces of dissonance, both halved on a successful save.

Quiet Time

2nd-level flow


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, V
  • Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20 foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Rejuvenate

4th-level time


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous/10 Minutes
  • Trace of Resonance: 4

A target creature's is sped up in time, to them time seems to move so slowly. They can take 10 minutes time and relax, to the rest of the world this seems to pass by in an instant. The target is cured of one ailment and gains 4 traces of resonance.

Rewind

3rd-level time


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: M, V (a drop of water)
  • Duration: Instantaneous
  • Trace of Resonance: 3

You send a target creature back in time up to 1 minute. In combat they briefly flicker and appear where they were at the start of their last turn in combat with the same hit points, spell slots, buffs, debuffs, and items they had at that point in time. They also gain 3 traces of resonance. They can not regain spell slots more than one level higher than the slot used to cast this spell.

Seize the Moment

7th-level time


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Trace of Resonance: 5

You inspire one nearby creature, letting them know that the river of time is flowing in their favor. They can not miss attacks, can not crit, and can choose to take a 15 instead of rolling on skill checks and saving throws.

Singularity

9th-level space


  • Casting Time: 1 action
  • Range: 1/2 mile
  • Components: S, V
  • Duration: Concentration, 1 Hour

You create a point of infinite gravity. Any creature within 35 feet of the point must make a constitution saving throw. Each creature takes 20d6 force damage, are pulled to the point, and are afflicted with 10 traces of dissonance on a failed save, each halved on a successful save. Any creatures attempting to move away from the singularity have their movement halved and must make a strength saving throw or be pulled back toward the center of the zone. A creature that ends their tun in the zone takes 7d6 damage and receives 5 more traces of dissonance. Any structures in the area are consumed by the singularity increasing its area of effect and duration for each consumed based on mass.


Slow

1st-level time


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S, V
  • Duration: Concentration, 5 minutes

You attempt to slow down a target using your knowledge of time. The target must make a wisdom saving throw. On a failed save the target has -1AC and -10' of movement for the duration, additionally you may choose any number of creatures in range to receive a total of 2 traces of resonance (e.g. 2 on one creature or 1 on two creatures). If you cast this spell using a spell slot higher than 1st-level the target loses an additional 1 AC and 10' of movement and you may distribute an additional 2 traces per slot.

Split the Flow

6th-level flow


  • Casting Time: 1 action
  • Range: Touch
  • Components: M, S, V, (An ointment made of mushroom powder, saffron, and fat) (25gp)
  • Duration: Concentration, 1 hour

You or a willing creature you touch can see things as they actually are through the flow of time. For the duration, the creature has true sight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Step Through Time

6th-level flow


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Concentration, Up to 10 minutes

You create a circular portal in front of you connecting to a place you have been to in the last 24 hours. The portal is a circle with a 6 foot diameter. The portal will disappear after 10 minutes, 5 creatures or large items are moved through it, or it is willed to do so.

Take Five

1st-level time


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: M, S, V (a twig)
  • Duration: Instantaneous
  • Trace of Resonance: 2

A creature of your choice that you can see within range rests for 5 minutes which pass in an instant to anyone watching. They regain hit points equal to 1d4 over the duration and receive 2 traces of resonance. When you cast this spell using a spell slot of 2nd-level or higher the healing increases by 1d4 for each spell slot level above 1st and traces of resonance increase by 1 for each spell slot level above the first.

The Time of our Lives

6th-level flow


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V, M (an object belonging to the target)
  • Duration: Concentration,, 1 hour

You attempt to view the path through the flow of time that caused a creature or object to end up where they are now. If the target is willing no save need be made, however if the target is unwilling they must make a wisdom saving throw, if they fail the save or if the creature is willing you view memories of important events in that person's life (if they can remember them), if they succeed the save the caster takes 2d6 psychic damage.

Third Time's the Charm

9th-level time


  • Casting Time: 3 actions, 3 turns in a row
  • Range: 60 feet
  • Components: M, V, S (one willing clone, doppelganger, or you yourself forever bound to the moment of time when the spell is cast, which a spellcasting focus can not overcome)
  • Duration: Instantaneous

All miracles occur in time and all can be undone through its study. Existence is one of those miracles. To cast this spell the caster must channel the spell for three rounds of combat costing three actions per round (including the action used to cast this spell). These actions can come from all nearby chronomancers on their turns in the round. The one that uses the final action is halted in time as the component. The channeling is interrupted if the caster takes more than 1/3 its health in damage or moves more than 100 feet from the initial position of the spell. If the casting is successful the target does not cease to exist, it ceases to ever have existed in the first place causing major changes to the world as it is today. During casting the target is acutely aware of the danger of the ritual being performed. If the target leaves the range of the spell before it is finished nothing changes, the range is only limiting to how close you must be to start the ritual. Any time a clone uses an action it may instead choose to spend the action on channeling Third Time's the Charm.

Time Binds Us

4th-level time


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: 5 minutes

You tether two creatures together in the flow of time, if either are not willing they may make wisdom saving throws. On a failed save or with a willing target any healing or damage done to one target is instead split in half and dealt to both targets. Traces of resonance and dissonance are not split, they are applied only to the primary target. The targets each gain 2 traces of resonance when this spell is cast.


Time Bomb

1st-level space


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, V
  • Duration: Instantaneous
  • Trace of Dissonance: 1 on creation, 2 on explosion

You create a fissile mass of time attached to an object or creature, if it is attached to a creature the creature is afflicted with one trace of dissonance. A creature can make a strength saving throw to remove the bomb and toss it as an action. You may detonate the bomb at the beginning of any of your turns before any other action is taken. Any creature within a 10 foot sphere of the bomb when it detonates must make a dexterity saving throw. On a failed save the creature takes 2d6 force damage and is afflicted with 2 more traces of dissonance, on a successful save the creature takes half damage and half the traces of dissonance.

When you cast this spell using a spell slot of 2nd level or higher creatures are afflicted with one more trace of dissonance when it detonates per spell slot above 1st

Time for Bed

2nd-level time


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M, (one of your hairs)
  • Duration: Concentration, 1 Minute

This spell causes a creature to fall asleep. The target creature must make a wisdom saving throw, on a failed throw the creature falls unconscious. Undead and creatures immune to being charmed aren't affected by this spell. When you cast this spell using a spell slot above 2nd-level the duration is increased for 1 minute per level above 2nd and you may place 2 traces of resonance on a single creature in range per level above 2nd.

Time Marches On

5th-level flow


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: M, V, S (a fossil)
  • Duration: Concentration, Variable

You attempt to magically influence another spell, slowing down time for the spell, making it last longer. You must make an arcana check, the DC equal to the spells level + 10. If you succeed you can will the spell to last for a length of time equal to (at most) 3 times the remaining duration of the spell. If you cast this spell using a spell slot higher than 5th-level, you can increase the duration by another .5 times per spell level.

Time Mends All

5th-level time


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M, V (something edible)
  • Duration: Instantaneous
  • Trace of Resonance: 1, 2x

A target creature's life is pushed onward by the flow of time. The target gains one trace of resonance and then traces of resonance on the creature are doubled.

Time of Refuge

7th-level time


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

During any rest you may lengthen the time spent resting for you and your allies without altering the time for the rest of the world. Each ally who completes the rest gains 3d10 temporary hit points.

Time Out

3rd-level time


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S, M (a piece of glass)
  • Duration: Concentration, Up to 1 minute

You attempt to incapacitate up to 3 creatures within 150 feet of you, each creature makes a wisdom saving throw. On a failed save the creature becomes charmed, having a speed of 0 and becoming incapacitated. Any damage ends the effect. You also may distribute 3 traces of resonance to creatures around you. Any time you cast this spell using a spell slot of 4th-level or higher, you may incapacitate 1 more creature and distribute 2 more traces of resonance.

Trace Magic

1st-level flow


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 10 minutes

For the duration, magic is outlined in the flow. You sense the presence of magic within 30 feet of you. If you use Trace Magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Well of Eternity

8th-level flow


  • Casting Time: 1 action
  • Range: Self
  • Components: M (a body of water to use as a viewing portal, diamond dust worth 1,000gp, optionally: a link to the target)
  • Duration: Concentration, 10 minutes

You use some body of water to look into the flow. You can choose one creature that is on the same plane of existence as you. The target must make a wisdom saving throw with disadvantage. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed, if a link to the target is consumed in the spellcasting the DC for the wisdom saving throw is increased by: 2 if you have a likeness of the target, 4 if you have a something owned by the target, and 10 if you have some part of the target's body. If the creature fails the save you are able to view the target, hear its thoughts, and follow it forward in the flow, learning of some important decisions it will make in the near future.

Your Time Is Up

5th-level space


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M, S, V (a shard of bone)
  • Duration: Instantaneous
  • Trace of Dissonance: 1.5x

A target creature is marked for death in the flow and gains one trace of dissonance. The amount of traces of dissonance affecting that target are then increased by 50%.

credits

Zst0rm

I liked a lot of his ideas.

Areanet

Artwork

Frostgrave: Wizards

Artwork

Nightfall Interactive

Artwork

yuchenghong

Artwork

You all

For helping me balance (and dear god does this garbage need balancing, Il pen down names when I get responses)

KibblesTasty

General feedback about spells and class features