The Chronomancer Class

A defender, or corrupter, of time swearing to only follow the Deities of Time and Space

Credits

To the Readers

Welcome to the chronomancer class, this class has been something I've been working on for over a year. Since then it has gone through many revisions (See the Changelog). This class is nowhere near perfect, and I know that and that’s why I love hearing feedback from all the communities who are kind enough to read this, and I thank you all very much for the input I have received.

I attempted to make this class one, the caster and the fighter by using archetypes but I found this did not work so I have gone back to my roots and divided the class into two separate classes, The Guardian Chronomancer, and The Conjuror Chronomancer. Thank you all once again and if you have any comments and/or wish to contact me, please email; lordagaming@gmail.com

Enjoy the class! ~ Agaming

The Chronomancers

Time and Fate's Chosen

Chronomancers are often the stuff of legend this is because they have been around since the start of time and new chronomancers are only ever created once a previous one has requested Time and Fate to put them in an eternal slumber. New chronomancers are mortals that have caught Time and Fate's eye either by studying time manipulation or being gifted with extraordinary speed to the extent that the world moves slower to them. Once selected the chronomancer is infused with astral energy which flows through everything and learns how to tap into it and utilise the timeline to their advantage. Once infused astral energy then flows over the chronomancer's body acting like a focus of astral energy.


Maintaining the Timeline

There are those who travel to the furthest reaches of the Astral Plane and return telling of stories of how they found a temple-like structure being guarded by creatures with blue lightning flowing over their skin. Though often not studied too far, chronomancers are essential for the creatures of the planes each chronomancer sets down a path and promises to Time and Fate that they will use all their power to maintain it, eliminating threats to its existence for the betterment of human kind. Once selected by the deities the new chronomancer is placed in the Material Plane and left there to guide their timeline with small actions, as they train they gain more favour by Time and Fate until they reach the point where they are summoned to the Astral Sanctum, the home of Time and Fate, where they assist the gods directly.

Some creatures that study time and the chronomancers wish to be taken into the arms of the two gods, trying to draw their attentions in both constructive and destructive ways. Others are just removed from their normal lives by the gods somewhat randomly.

The Guardian

Letting out a howl, the stout dwarf draws the attention of many of the orcs each one uninterested in the other fighters around him. They bring blade after blade down on him but with unnatural speed the dwarf moves his shield, rapidly deflecting each attack. He was going to keep his allies alive, that was what he was here for.

The human starts to walk calmly out towards the incoming hoard of hobgoblins, this city must stand if the timeline is to remain. Raising one arm out to his side dark-blue lightning sparks from the surrounding air, it solidifies to form a long glowing blue blade ready in his hands. He already knows the outcome of this battle, he smiles and charges towards his victory.

The elf laughs as he tears his weapon through the fabric of space and time creating an open gateway to the Vortex of Time itself. He stares into it as an energy flows out and into his body. Without chaos how can order exist, he thinks to himself as he lets the vortex flow and surround his body. Those who looked upon him for too long fell to the ground muttering madly.

Guardians are brute enforcers of the Time and Fate deities tasked with maintaining the timeline. They focus on being able to deal damage and removing any threat to thier timelines existence. They let their control of time aid them and hinder their enemies. Although, meddling with time is a tough ordeal hence chronomancers are very rare.

The Guardian
Level Proficiency Bonus Features Vortex Damage
1st +2 Unarmored Defense, Astral Equipment
2nd +2 Vortex Strikes, Rift Heal 1d4
3rd +2 Timeline 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Timeline feature 1d6
7th +3 Vortex Strikes improvement 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Time Stride 1d6
10th +4 Extra Attack (2) 1d6
11th +4 Timeline feature 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Languages of Time 1d8
14th +5 Timeline of War 1d8
15th +5 Timeless Body 1d8
16th +5 Ability Score Improvement 1d8
17th +6 Timeline feature 1d10
18th +6 Chrono Plating 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Rupture 1d10

Creating a Guardian

As you create a chronomancer, think about what got you noticed by Time and Fate. Were you one of the far walkers who discovered the Astral Sanctum? Were you someone who always felt that time was on their side for some reason? Did you find that the world felt like it moved slower around you?

Did you accept the roll of the chronomancer happily? Or did you purposely try to grab the attention of the gods to be selected as a chronomancer? Or were you rather forcefully ripped from your normal life? Do you wish to return to your previous life?

Quick Build

You can make a guardian quickly by following these suggestions. First, Strength should be your highest ability score or Constitution if you plan to take the Righteous Timeline archetype, followed by Intelligence. Second, choose the soldier or far traveller background.


Class Features

As a guardian, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per guardian level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Martial weapons, shields
  • Tools: None

  • Saving Throws: Strength, Intelligence
  • Skills: Choose two from Arcana, Athletics, History, Insight, Medicine, Nature, Religion, Survival

Equipment

  • (a) a martial weapon and a shield or (b) two martial weapons.
  • a longbow and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack
Temporal Storage

Chronomancers don't carry their items on their person instead they have a small segment of the Astral Plane where they store items, this is treated as a backpack.

Unarmored Defense

Beginning at 1st level, while you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain the benefit.

Astral Equipment

At 1st level, you have trained the ability to tap into the astral energy that surrounds all life in all planes of existence and can mould it to your will. Taking a bonus action, you can summon, or change a weapon or shield in either hand. You can summon two weapons as long as they have the light property for instance, you can summon two shortswords or one shortsword and one shield. If you are playing the optional feat rules from chapter 5 in the Player's Handbook and take the Duel-Wielding feat you can summon two weapons even if they don't have the light property. You are proficient with any weapon you summon. Beginning at 1st level you can summon;

  • Longsword. 1d8 slashing. Versatile (1d10).
  • Shortsword. 1d6 piercing. Finesse, light.
  • Longbow. 1d8 piercing. Ammunition (range 150/600), heavy, two-handed. This weapon is summoned with 15 Arrows.
  • Shield. +2 AC.

At 4th level you can summon;

  • Flail. 1d8 bludgeoning.
  • Rapier. 1d8 piercing. Finesse.

At 8th level you can summon;

  • Greataxe. 1d12 slashing. Heavy, two-handed.
  • Maul. 2d6 bludgeoning. Heavy, two-handed.

At 12th level you can summon;

  • Greatsword. 2d6 slashing. Heavy, two-handed.
  • Morningstar. 1d8 piercing.

At 16th level, you can summon any martial weapon.

The summoned weapon lasts for 10 minutes and will automatically dispel after this time.


Vortex Strikes

Every weapon strike you make ripples with chaotic energy from the time vortex pulling and twisting everything it hits. Beginning at 2nd level, every weapon you summon has the vortex propterty. Every time you hit a creature with a weapon with the vortex property you gain a bonus to the damage roll that increases as you gain levels as a guardian, as shown in the Vortex Damage column of the Guardian table. This damage is psychic for the purposes of immunities and resistances.

At 7th level, attacks by weapons that have the vortex property count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Rift Heal

Beginning at 2rd level, you learn how to channel the astral energy of others into your own life essence. When you deal additional vortex damage to a creature you gain hitpoints equal to your level, this cannot exceed your maximum hit points.

Once you use this feature, you can't use it again until you finish a short or long rest.

Timeline

When you reach 3rd level, you dedicate yourself to maintaining a Timeline: The Righteous Timeline, the True Timeline, or the Disordered Timeline, all detailed at the end of the class description. Your Timeline grants you features at 3rd, 6th, 11th, and 17th 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 the feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 10th level in this class.

Time Stride

Starting at 9th level, your understanding of how time flows allows you to move at extraordinary speed, seemingly teleporting a short distance. You must make an Intelligence saving throw DC 10, on a success you can teleport 30 feet as a bonus action, on a failed save you take 2d12 psychic damage. For each consecutive use increase the DC by 5 to a maximum of DC 20.

The check DC returns to 10 after you finish a short or long rest.

Languages of Time

Starting at 13th level, you can peer into the timeline and see how languages have come to be allowing you to understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Timeline of War

Beginning at 14th level, having seen the worst that battle has brought to this realm since the beginning of time you can no longer be fazed by what war can bring. You can take an action to end one effect on yourself that is causing you to be charmed, frightened, paralyzed, poisoned, or stunned.

Timeless Body

At 15th level, your body no longer remains to this time stream, you no longer age and cannot be aged magically. In addition, you no longer need food or water.

Chrono Plating

You channel the astral energy from the environment around you providing a solidified layer of pure energy over your skin. Beginning at 18th level, you gain resistance to psychic damage; bludgeoning, piercing, and slashing damage from nonmagial weapons.

Rupture

Beginning at 20th level, you can create ruptures in the continuum of time. You have a pool of 6 rift marks when you hit a creature with vortex weapon you may use a bonus action to mark the creature once (reducing your pool by one). You can mark the same creature multiple times. You can take an action to damage all creatures that have been marked, all creatures that have been marked take vortex dice (as shown in the Vortex Damage column of the class table) + 1d12 for each mark on the creature.

You regain all expended rift marks when you finish a long rest.

Timelines

A chronomancers job is to maintain the timeline but the ideal timeline is different from chronomancer to chronomancer. There are three main timelines, these are called the Prime Timelines, these timelines tend to reflect the chronomancers personality before they were selected by the twins of Time and Fate to serve them. A chronomancer needs to choose a timeline to follow only upon reaching 3rd level.

The Righteous Timeline

Chronomancers who walk the Righteous Timeline strive to maintain the most positive timeline, they wish to create the best timeline for all living creatures. They focus on techniques allowing them to improve the way of life for their allies, using the astral energy to heal and guide enemies away from an ally happily taking the damage in order to protect others. Chronomancers who follow this timeline are usually of the good alignment.


Saviour

When you start your path down the Righteous Timeline at 3rd level, the lives of those around you seem far more important than your own and you'll take damage for them.

As an action, you can connect yourself to your allies with a beam of dark-blue energy reducing some of the damage they take for 1 minute. When you do so, choose a number of allies you can see within 30 feet of you, up to a number of them equal to your Intelligence modifier (minimum of 1). As a reaction, when one of the targets takes damage, you may take damage equal to 10 + your Guardian level and reduce the damage the target takes by the same amount. If a target ends its turn more than 30 feet from you or is no longer in your line of sight the effect ends on that creature.

Once you use this feature, you can't use it again until you finish a short or long rest. You can use this feature two times per rest at 7th level and three times at 14th level.

Compelling Presence

At 6th level, you use your control over the astral energy and the timeline to draw the attention of any creature that can see you to yourself. As a bonus action, choose a number of creatures that you can see and who can see you within 30 feet of you, up to a number of them equal to your Intelligence modifier (minimum of 1). Each target must succeed on a Wisdom saving throw (DC equals 8 + your proficiency modifier + your Intelligence modifier) or be compelled to attack you for 1 minute.

A creature affected by this feature can't willingly move away from you and has disadvantage on attack rolls against any creature other than you for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Compelling Presence for the next 24 hours.

Once you use this feature, you can't use it again until you finish a short or long rest.

Astral Channelling

Beginning at 11th level, you can convert the surrounding astral energy into healing energy and give it to your allies. As an action, you can choose any number of allies you can see and who can see you within 30 feet of you. Each target gains hit points equal to your vortex damage dice as shown in the Vortex Damage column in the Guardian class table. You can use this feature times equal to your Intelligence modifier.

You gain all expended uses when you finish a short or long rest.

Defender of Righteousness

At 17th level, you can tell when a creature is about to attack an ally and manipulate the timeline so you are attacked instead. When an ally you can see within 30 feet of you is targeted by an attack you can use your reaction to teleport to the attacking creature. The attacking creature can must switch attack you instead or lose the attack. You can use this feature times equal to your Intelligence modifier.

You gain all expended uses after you finish a short or long rest.

The True Timeline

Those who walk the True Timeline know that in order for life to continue advancing there must be balance in life and death, good and evil. The chronomancers who follow this timeline aim to maintain balance, they focus on being offensive aggressors aiming to remove those who risk disrupting the timeline. These chronomancers are often true neutral alignment, for every wrong there is a right and vice versa.

Fighting Style

You adopt a particular style of fighting as your speciality when you select this timeline at 3rd level. Choose one of the following options.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons,

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Marked Through Time

Starting at 6th, those who don't belong on, or bring risk to the True Timeline give off and aura that you can focus on. As a bonus action, you can mark a creature you can see within 30 feet of you. You gain advantage on attack rolls against the creature and you know the distance and direction between you and the marked creature, if it is on the same plane of existence as you, for 10 minutes or until it drops to 0 hit points or falls unconscious.

Once you use this feature, you can't use it again until you complete a short or long rest

Astral Shell

Beginning at 11th level, you surround yourself with unstable astral energy which could be unleashed if any damage is done to the shell. As a reaction, which you take when you are hit by an attack, you can cause the attacking creature to take vortex damage shown in the Vortex Damage column of the Guardian table.

You can use this feature a number of times equal to half your Guardian level rounded down. You regain all expended uses once you finish a long rest.

Astral Pulse

At 17th level, you are able to channel the raw energy of the astral plane, using it to destroy all those who have meddled with the True Timeline. As an action, hostile creatures within 30 feet of you must make a Constitution saving throw. A creature takes psychic damage equal to 2d10 + your Guardian level on a failed saving throw, and half as much on a successful one. A creature that has total cover from you is not affected.

You can use this feature twice per long rest.

The Disordered Timeline

Chronomancers who tread the Disordered Timeline respect the chaotic nature of the time vortex letting this chaotic existence guide them. They tap into the vortex itself instead of learning how to master astral energy, this allows them to access the near unlimited power of the vortex however, the outcome is as random as the vortex itself. Chronomancers who travel down this timeline are often of chaotic alignment.

Chaotic Gift

When you select this timeline at 3rd level you gain the ability to draw power out of the vortex of time. As an action, you cause a small rift into the vortex and accept whatever power it grants you when you do roll a d4;

d4 Roll d6 Roll Effect
1 1 - 5 Rift Shield. A chaotic layer of energy covers your skin, all attacks against you have disadvantage for 1 minute.
6 Ripped Soul. The chaotic vortex partially divides your mind from your body causing you to move less defensively, all attacks against you have advantage for 1 minute.
2 1 - 5 Chaos Strike. Energy from the vortex flows over your weapon imbuing it with greater power, for 1 minute you gain an increase to hit and damage rolls with your current weapon, this increase is equal to your Intelligence bonus.
6 Draining Strike. The vortex of time weathers your weapon through the ages, its blade getting blunt. For 1 minute, you have a penalty to hit and damage rolls with your weapon, this penalty is equal to your Intelligence modifier. For instance, a creature with Intelligence 14 (+2) would have a penalty of -2 to hit and to damage.
3 1 - 5 Vitality. You feel the vortex reverse your wounds. You gain hit points equal to twice your guardian level.
6 Lethargy. The chaotic void pulls your life essence out of you. You take psychic damage equal to twice your guardian level.
4 1 - 5 Swift. The vortex surrounds your local time bubble speeding it up. you gain the effect of a haste spell that lasts for 1 minute. Additionally, when you make a running jump your jump distance increases by a number of feet equal to your Strength modifier.
6 Sluggish. The speed of your local time bubble slows down to a snail's pace. Your speed is halved, you take a -2 penalty to AC and Dexterity saving throws, and can't use reactions for 1 minute. Additionally, you can only use an action or a bonus action, not both.

You can use this feature a number of times equal to your Intelligence modifier (maximum 4), if you use this feature while already under one of the effects and roll the same on the d4 reroll until you get a new number (I.e. you can't be under the same d4 effect more than once).

You gain all expended uses of this feature once you finish a long rest.

Timeline of Chaos

Beginning at 6th level, you spend your time peering into the dark parts of the Timeline knowing what others fear. Taking an action, a target that can see you must make a Wisdom saving throw, on a failed save the target is frightened for 1 minute. Additionally, you gain proficiency in the Intimidation skill, if you are already proficient you can double your proficiency when rolling for Intimidation checks.

Aura of Altered Time

Starting at 11th level, once per long rest you can take an action to create a 10-foot radius aura around you, roll a d6 to find its effect

Dice roll Aura Effect
1-2 Aura of Guidance: You use your ability to see your enemies’ weaknesses, you can guide your allies' weapons to the place where they will do the most damage. Once on their turn, friendly creatures within the radius have advantage on their first attack against a target.
3-4 Aura of Dusk: You use your ability to grab your enemies fears and create small illusions only visible to the creature see these images scare and haunt the creature. Any attacks against a friendly target within the radius has disadvantage. If the friendly target is hit by an attack, this effect doesn't start again until your next turn.
5 Aura of Credence: Surfacing memories that make your allies stronger. All friendly creatures within the radius gain advantage on saving throws to resist being frightened, charmed and stunned.
6 Aura of the Astral Sea: You focus on your connection to the Astral Plane and bring a part of it to this plane placing you on limbo of the Astral plane and this plane. All hostile creatures must make an Intelligence save to enter the radius.

The save DC for these abilities is equal to 8 + your proficiency bonus + your Intelligence modifier. You must be conscious in order for these effects to take place, the effects of the aura last for 10 minutes. At 14th level, the range of this aura increases to 30 feet.

Vortex Form

At 17th level, you form becomes as chaotic as the vortex you gain most of your power from looking into the vortex itself can drive the strongest of men into the depths of insanity. As an action, you allow the vortex to envelop your very being for 10 minutes. Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn’t protect you from area effects, such as the explosion of a fireball. You can use this feature a number of times equal to your Intelligence modifier.

You regain all expended uses of this feature once you finish a long rest.

The Timekeeper
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Unarmored Defense 2 2
2nd +2 Timeline, Psychometry 2 3
3rd +2 2 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Timeline Feature 3 4 3 3
7th +3 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 Timeline 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 Timeline Feature, Languages of Time 4 4 3 3 3 2 1 1
15th +5 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 Planar Walk, Timeless Body 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 Astral Infusion 4 4 3 3 3 3 2 2 1 1

The Timekeeper

The human stood behind his allies, carefully observing the battle unfolding in front of him. The undead creature swung its sword in the direction of one of his allies with a quick flick of his hand a barrier of blue astral energy surrounded his friend, the undead's blade sliding harmlessly of the shield. After which he mutters some words and slams his staff into the ground as blue energy flowed from it into his allies. He could see by their expressions that they suddenly felt a wave of energy flow over them as they stood up, the battle now in their favour.

The dwarf had found his way to the heart of the enemy standing before him the mastermind of all the events. He raises his hand and aims it at the Warlord infront of him, and smiles as he reaches into the astral weave and finds his thread and then plucks the thread. The warlord now stands looking at his own figure, no longer of the prime material plane, he looks up at the dwarf fear in his eyes as the dwarf snatches the thread from the true timeline, erasing his existance on this current timestream.


The group of bandits approached the elf weapons drawn getting ready to strike. The elf smiled as she traced her hand in a line straight down in front of her as she ripped open a doorway into the vortex of time. These not very intelligent creatures were unable to draw their gaze from the rift. When the rift faded she remain and look over the bandits, some who met her gaze quickly turned and ran, the others seemed enthralled by her, she uttered some words of command and her new followers quickly obeyed.

Timekeepers are followers of Time and Fate who have been gifted power over the astral energy allowing for the manipulation of time on a greater stage than its guardian counterpart. They focus on the manipulations of energies that surround everything, following their orders to maintain the timeline. They let their control of time aid them and hinder their enemies. Although, meddling with time is a tough ordeal hence chronomancers are very rare.

Creating a Timekeeper

As you create a chronomancer, think about what got you noticed by Time and Fate. Were you one of the far walkers who discovered the Astral Sanctum? Were you someone who always felt that time was on their side for some reason? Did you look too deep into the school of time manipulation? Did you seek Time and Fate?

Did you accept the roll of the chronomancer happily? Or did you purposely try to grab the attention of the gods to be selected as a chronomancer? Or were you rather forcefully ripped from your normal life? Do you wish to return to your previous life?

Quick Build

You can make a timekeeper chronomancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the cloistered scholar or sage background

Class Features

As a timekeeper, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Medicine, Nature, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • astral focus
  • (a) a scholar's pack or (b) an explorer's pack
Temporal Storage

Chronomancers don't carry their items on their person instead they have a small segment of the Astral Plane where they store items, this is treated as a backpack.

Spellcasting

After focusing on the school of time, or chronomancy, you can cast spells that change the very order of time and can manipulate the astral energies that surround all things in the multiverse to your will. See chapter 10 in the player's handbook for the general rules of spellcasting and see the end of this document for the chronomancer spell list.

Cantrips

At 1st level, you know 2 cantrips of our 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 Timekeeper table.

Preparing and Casting Spells

The Timekeeper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these chronomancer 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, choosing from the chronomancer spell list. When you do so, choose a number of chronomancer spells equal to your Intelligence modifier + your timekeeper level (minimum of one spell). The spells must be of a level for which you have spell slots.

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

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of chronomancer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your chronomancer spells, since your magic draws upon your knowledge of the timelines and recalling what events you can change and what events you must never alter.


  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonys + your Intelligence modifier

Ritual Casting

You can cast a chronomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an astral focus as a spellcasting focus for you chronomancer spells.

Unarmored Defense

Beginning at 1st level, astral energy covers your body creating a layer of protection. While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Timeline

At 2nd level, you dedicate yourself to a timeline to protect and maintain: The Righteous Timeline, the True Timeline, or the Disordered Timeline, all detailed at the end of the class description. Your timeline grants you features at 2nd level and again at 6th, 10th, and 14th level.

Astral Equipment
Item Cost Weight
Astral focus
Gem of Time
10 gp
Weave of Fate
5 gp

If you lose your Gem of Time or Weave of Fate, you can perform a 1-hour ceremony to receive a replacement from the Astral Plane. In order to perform this ceremony you must have a gem or a weave worth at least the cost shown for the item in the Astral Equipment table. This ceremony can be performed during a short or long rest, and it destroys the previous Gem of Time or Weave of Fate. The Gem of Time and the Weave of Fate shatter into many tiny fragments of blue energy when you die.

Psychometry

Starting at 2nd level, you can touch an object or creature and get a temporary glimpse into its past. By focusing on an object or creature for 10 minutes you gain insight into its past. You can ask the DM a number of questions equal to your Intelligence modifier about the past of the object or creature. The DM gives a truthful answer but from the perspective of the object or creature.

Once you use this feature you can't use it again until you finish a long rest.

Languages of Time

Starting at 14th level, you can peer into the timeline and see how languages have come to be allowing you to understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Planar Walk

At 18th level, you can pause time for the particles at your feet allowing you to walk on air. You now have a fly speed equal to your movement speed and you can hover in place as long as you are conscious. Additionally, your movement speed is doubled.

Timeless Body

Starting 18th level, your body no longer remains to this time stream, you no longer age and cannot be aged magically. In addition, you no longer need food or water.

Astral Infusion

At 20th level, You can use your ability to distort time to cast spells more rapidly. If you use your action to cast a spell, you can cast a second spell of 2nd level or lower as a bonus action.

You can use this feature a number of times equal to your Intelligence modifier. You gain all expended uses when you finish a long rest.

Timelines

A chronomancers job is to maintain the timeline but the ideal timeline is different from chronomancer to chronomancer. There are three main timelines, these are called the Prime Timelines, these timelines tend to reflect the chronomancers personality before they were selected by the twins of Time and Fate to serve them. A chronomancer needs to choose a timeline to follow only upon reaching 2nd level.

The Righteous Timeline

Timekeepers who walk the Righteous Timeline strive to maintain the most positive timeline, they wish to create the best timeline for all living creatures. They focus on manipulating the astral energy to protect themselves and allies. Chronomancers who follow this timeline are usually of the good alignment.

Defender's Shield

When you start your path down the Righteous Timeline at 2nd level, you put the lives of your allies before your own. When an ally you can see within 30 feet of you is targeted by an attack you can use your reaction to expend a spell slot of 1st-level or higher in order to increase the target's AC by 5 until the start of your next turn.

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after you finish a short or long rest.

Timeline Spells

Your connection to the astral energy allows you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to timeline spells connected to your timeline choice.

Righteous Timeline
Timekeeper Level Timeline Spells
3rd enhance ability, protection from poison
5th aura of vitality, remove curse
7th death ward, stoneskin
9th greater restoration, mass cure wounds

Once you gain access to a timeline spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the chronomancer spell list, the spell is nonetheless a chronomancer spell for you.

The Righteous Cause

Beginning at 6th level, you can bolster the resolve of your allies. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier.

Once you use this feature, you can't use it again until you complete a short or long rest.

Resistance of Time

Starting at 10th level, you can cause astral energy to surround a creature protecting it against the weathering of time and combat. Choose one damage type when you finish a short or long rest. A creature that you touch gains resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Righteous Spell

Starting at 14th level, your connection to the astral energy seems to strengthen when you cast a spell to aid an ally. Whenever you cast a spell that would heal creatures other than yourself, you can have the creature regain the maximum number of hit points possible from the healing spell. Additionally, each target has advantage on Wisdom saving throws and death saving throws for 1 minute.

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses of this feature once you finish a long rest.

The True Timeline

Those who walk the True Timeline know that in order for life to continue advancing there must be balance in life and death, good and evil. The chronomancers who follow this timeline aim to maintain balance, they focus on being able to manipulate the astral energy to damage and harm those who risk disrupting the timeline. These chronomancers are often true neutral alignment, for every wrong there is a right and vice versa.

Temporal Tremor

You are spatially attuned to the disruption of time through the True Timeline. Starting at 2nd level, you can focus this disruption on a single target of your choice. You can use your reaction to select one creatue that you can see that is within 30 feet of you, when you do so the target can't take an action this turn. Using this ability, you are considered stunned for your next turn as you must give something away in order to take from another.

Once you use this feature, you can't use it again until you finish a long rest.

Timeline Spells

Your connection to the astral energy allows you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to timeline spells connected to your timeline choice.

True Timeline
Timekeeper Level Timeline Spells
3rd hex, scorching ray
5th hunger of Hadar, Melf's minute meteors
7th banishment, blight
9th flame strike, hold monster

Once you gain access to a timeline spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the chronomancer spell list, the spell is nonetheless a chronomancer spell for you.

Astral Enhanced Spells

Beginning at 6th level, when you finish a short or long rest you can selected a damage type: fire, force, lightning, psychic, or necrotic. Whenever you cast a spell of 1st level or higher that deals damage of the type you selected, you can add your Intelligence modifier to that damage.

Astral Form

Starting at 10th level, you gain the ability to enter a semi-ethereal state while moving.

When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Erase

At 14th level, you learn how to remove unwanted threads from the True Timeline's web of fate. As an action, you mark a target it must make a Constitution saving throw. On a failed save the target takes 10d10 psychic damage or half as much on a success, as you remove them from the current timeline. If a target is brought to 0 hit points by this feature it dies.

Once you use this feature you can't use it again until you finish a long rest.

The Disordered Timeline

Chronomancers who tread the Disordered Timeline respect the chaotic nature of the time vortex itself. They gain their power from manipulating the vortex, which is a dangerous thing to meddle with. They manipulate the vortex to allow them to control others and to affect their minds. Chronomancers who follow this timeline are often of chaotic alignment.

Mental Amendment

When you start along this timeline at 2nd level, you allow some power from the vortex flow into you which allows you to minutely change the minds of other creatures. When you touch a creature you can release some of your vortex energy in to their mind. For 1 minute, you can either make their perception of you either endearing or nightmarish. If you choose to appear endearing you gain advantage on any Charisma (Persuasion) checks for the duration. If you choose to appear nightmarish, you gain advantage on any Charisma (Intimidation) checks made against the creature for the duration.

Once you use this feature, you can't use it again until you finish a short or long rest.

Timeline Spells

Your connection to the astral energy allows you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to timeline spells connected to your timeline choice.

Disordered Timeline
Timekeeper Level Timeline Spells
3rd crown of madness, suggestion
5th fear, feign death
7th confusion, phantasmal killer
9th dominate person, geas

Once you gain access to a timeline spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the chronomancer spell list, the spell is nonetheless a chronomancer spell for you.

Glimpse of the Mind

Starting at 6th level, when you charm a creature you quickly get a glimpse into its mind, learning certain information about its abilities. If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Current hit points
  • Total class levels (if any)

Or you can find out one of the following:

  • Highest ability score
  • Lowest ability score
  • Spellcasting ability (if any)

Once you use this feature, you can't use it again until you finish a short or long rest.

Vortex Soul

At 10th level, you can release the vortex energy that flows through your body allowing it to affect the minds of creatures around you. As an action, you can infect the minds of creatures around you for 1 minute. When you do so, choose a number of creatures you can see within 30 feet of you, up to a number equal to half your timekeeper level rounded down.

For each creature you have chosen roll a d20, if you roll 11 or more the creature sees you as a loved one and must make a Wisdom saving throw or be charmed by you. A creature charmed by this feature must use its movement to move towards you. If a 10 or lower is rolled, the creature sees you as a horror from its past and must make a Wisdom saving throw or be frightened of you for the duration.

At the end of the targets turn or when the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the target is no longer affected and can't be frightened or charmed by you for 24 hours.

Once you use this feature, you must finish a long rest before you can use it again.


Charmed Focus

At 14th level, you can use a charmed creature as a focus for your magical power. Before you cast a spell of 2nd level or lower, if there is a creature charmed by you within 10 feet of you that you can see, you can attempt to use its magical energy to support your own. The charmed creature must make a Wisdom or Intelligence saving throw (your choice). A creature with no spellcasting abilities automatically succeeds on this saving throw. On a failed save, the charmed creature loses the spell slot instead of you and the spell is still cast. On a successful save, you must expend the spell slot and the creature is no longer charmed by you.

Once you use this feature, you can't use it again until you finish a short or long rest.

Chronomancer Spell List

Cantrips (0 Level)
  • Blade Ward
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Eldritch Blast
  • Fire Bolt
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Sacred Flame
  • Spare the Dying
  • Sword Burst
  • Thaumaturgy
  • True Strike
1st Level
  • Alarm
  • Arms of Hadar
  • Bless
  • Burning Hands
  • Charm Person
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Dissonant Whispers
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Guiding Bolt
  • Hellish Rebuke
  • Inflict Wounds
  • Magic Missile
  • Shield
  • Sleep
  • Tasha's Hideous Laughter
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Aid
  • Barkskin
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Detect Thoughts
  • Enchance Ability
  • Flaming Sphere
  • Heat Metal
  • Hold Person
  • Maximilian's Earthen Grasp
  • Mirror Image
  • Moonbeam
  • Phantasmal Force
  • Prayer of Healing
  • Protection from Poison
  • Ray of Enfeeblement
  • Scorching Ray
  • Spike Growth
  • Spiritual Weapon
  • Suggestion
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Call Lightning
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fear
  • Feign Death
  • Fireball
  • Haste
  • Hunger of Hadar
  • Lightning Bolt
  • Magic Circle
  • Mass Healing Word
  • Melf's Minute Meteors
  • Slow
  • Speak with Dead
  • Spirit Guardians
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Compulsion
  • Confusion
  • Death Ward
  • Divination
  • Evard's Black Tentacles
  • Freedom of Movement
  • Guardian of Faith
  • Hallucinatory terrain
  • Ice Storm
  • Mordenkainen's Private Sanctum
  • Phantasmal Killer
  • Stoneskin
5th Level
  • Commune
  • Contact Other Plane
  • Creation
  • Dream
  • Flame Strike
  • Geas
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Raise Dead
  • Reincarnate
  • Scrying
  • Telekinesis
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Bones of the Earth
  • Chain Lightning
  • Circle of Death
  • Create Undead
  • Disintergrate
  • Eyebite
  • Find the Path
  • Flesh to Stone
  • Mass Suggestion
  • Otto's Irresistible Dance
  • Primordial Ward
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Etherealness
  • Finger of Death
  • Mordenkainen's Magnificent Mansion
  • Plane Shift
  • Regenerate
  • Resurrection
8th Level
  • Clone
  • Earthquake
  • Feeblemind
  • Maze
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Time Stop
  • True Resurrection
  • Weird
  • Wish