Subclasses: Defiler and Chronomancer

A human stumbles and retreats from the slash of a bandit, his hands curling as the vegatation around him blackens and dies. His wounds healed and vigor renewed, he sends a bolt of wicked energy at his attacker, making them double over in pain as he drains them of vitality.

An Elf furrows her brow in concentration as she weaves the strands of time around her archer companion, putting them in their favor. In a blur, plentiful arrows flow from the archer to meet their enemies before they can even blink.

Whether you [suck] energy from the world, or manipulate the direction the world turns, defilers and chronomancers dominate the plane in ways others cannot. Certain elements of life others deem immutable are mere playthings in your experienced hands. Time and life are yours to command.

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Sorcerous Origin: Defiler

Your innate magic comes from a tainting, corruption, or wound in the normal foundation of magical forces. For reasons that are usually highly destructive and violatile in nature, you have gained a perversion of the natural order of the arcane. Perhaps you were part of a massacre of arcane nature as a survivor, the loss of life around you combining with magical means of their demise to form an unnatural connection to magic in one of the few remaining life forces in the area.

Life Siphon

Starting at the first level, your powers allow you to leech off the life force of those close to you.

As a bonus action, you can regain hitpoints equal to 1d8 plus your charisma modifier of by siphoning hitpoints from a willing ally within 30 feet. Alternatively, this power can be used to leech the lifeforce of surrounding plants and wildlife in a 10-foot radius. At the DM's discretion, the bonus action will restore hitpoints equal to 1d4 plus your charisma modifier if there are enough plants or animals nearby. This power can be used once every long rest.

Unraveling Nature

The nature of your connection to the arcane grants you magic befitting your powers. You gain access to the following spells to choose when learning or replacing spells upon level up.

Spell Level Spells
1st false life, detect poison and disease
3rd vampiric touch
5th contagion, antilife shell
6th circle of death

Defiled Essence

Starting at the 6th level, your mastery over Siphoning Life has grown. Leeching from your allies can now siphon 2d8 plus your charisma modifier, while plants and wildlife grants you 2d4 plus your charisma modifier. You can also perform this ability more than once per long rest by spending 2 sorcery points after your first use is depleted.

Additionally, your natural affinity for draining the life of beings around you allows you to sustain yourself without the need for food and drink. By spending an hour devouring the energy of a lush or fertile area within 20 feet of you, your need to eat or drink for a week is eliminated. However, this will leave the land you affect infertile and barren without magical intervention.

Draining Spells

Starting at the 14th level, using your twisted method of magic to harm others can piggyback your life draining abilities along with them. If a spell attack succeeds, 1 sorcery point may be spent to add 1d8 necrotic damage to a target. Temporary hitpoints are gained equal to the damage.

Corrupted Attunement

Starting at the 18th level, your ability to siphon life has endowed you with techniques and resistances that prevent you from losing your own health to similiar methods. You are now immune to necrotic damage, and any attempts to steal hitpoints from you will result in failure and half the damage to be reflected back at the attacker.

In addition, you have become incredibly intuned to sources of life force. You can detect any living creature within 60 feet of you by their life source.

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PART 1 | SUBCLASSES

Wizard: School of Chronomancy

The Chronomancer focuses his attention on spells and powers to warp the fabric of time. Your endeavors into studying the art of chronomancy has given you command over thr pace and direction that time marches in. Certain chronomancers live for themselves, utilizing their mastery of time to mold their life for the better. Others find employment in the political sphere, acting as advisors to those in power, maybe manipulating what has been done. Others yet find themselves in league with the nefarious, ensuring crimes go according to plan, even if it takes a few tries.

Chronomancy Savant

Beginning with the selection of this school at the 2nd level, the practice of Chronomancy enables speedy discovery of new magics. The time it takes to copy down a spell into your spellbook is halved.

Rewind

Starting at the 2nd level, you can rewind time within a limited frame. As an action, you can affect an area within a 10 foot sphere, making everything within go back in time 12 seconds. Those within are aware of the process but cannot interfere, while those outside the sphere see things move within the blink of an eye. This feature can be used once every long rest.

Time Warp

Starting at the 6th level, you can manipulate the time around an individual to benefit them. As a bonus action, you can choose an individual to gain another action to spend and to gain advantage on all saving throws until your next turn. This power can be used once every long rest.

Chronohanced Reflexes

Starting at the 10th level, your skills of time allows you to gain an edge in responding to a conflict. You have a +5 bonus to initiative.

Time Bubble

Starting at the 14th level, you can extend periods of rest to higher heights by lengthening time inside a bubble surrounding yourself. You can make a short rest's benefits change into a long rest for those within your party. A normal long rest must be completed to do this again.

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PART 1 | SUBCLASSES

Credit and Sources

Platform

Homebrewery

Images are intellectual property of the original creator

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PART 2 | CREDITS