School of The Chronomancer

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SCHOOL OF THE CHRONOMANCER

Temporal Savant
Beginning when you choose this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved.
Furthermore, you learn the Mending, and the Delay cantrips. They work as Wizard cantrips for you and don’t count against
the total number of cantrips in the Wizard table.

Spell Paradox
Also starting at 2nd level, you can bend time around you as you divide your dimension into to possibilities. Whenever you
cast a spell that targets only one creature and doesn’t have a range of self, you can spend a use of this ability to target a
second creature in range with the same spell. You can use this feature a number of times equal to your Intelligence modifier
(a minimum of once). You regain all expended uses of this feature when you finish a long rest.

Future Sight
Starting at 2nd level, you can use your Future Sight to turn back time in a pinch. Whenever you fail a Saving throw or miss
an attack roll, you can use your reaction to turn back time and roll again with advantage. Once you’ve used this feature, you
cannot do so again until you’ve finished a short or long rest.

Timeline Convergence
Beginning at 6th level, you pull your knowledge from versions of yourself in alternate realities. Choose two spells, each
from a spell list other than Wizard. You always have these spells prepared on an alternate spell list. When you cast a spell
from your alternate spell list, you can’t do so again until you’ve finished a short or long rest.
You can add an additional spell to your alternate spell list at 9th, 12th, and 15th level.

Out of Time
Starting at 10th level, whenever you cast a spell that forces a creature to make a Saving Throw, you may use your reaction
to force that creature to roll with disadvantage for all rolls during the spell’s duration.
If you cast a spell that targets multiple creatures, you may only use this effect on one target. You can use this feature only
once per short or long rest.

Potent Spellcasting
Beginning at 10th level, you add your Intelligence modifier to one damage roll of any Wizard spell you cast.

Overclock
At 14th level, you have bent time to your will; you gain the following benefits:
• Temporal Delay – Temporal Delay is always prepared and doesn’t count against your spells known.
• Timeless – You can experience no further visible effects from aging. You cannot be aged magically, and your
natural lifespan is increases tenfold.
• Fast Forward – You can use a bonus action to double your base walking speed until the end of your turn.
• Stretch Time – Whenever you cast a Wizard spell of 1st level or higher with a duration of at least 1 minute, you
can double its duration up to a maximum of 24 hours.
• Deja Vu – You may recast one spell of 5th level or lower that you used previously on same day without using a
spell slot. You may use this feature once per long rest.
SPELLS

Delay
Transmutation Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: S, V
Duration: Instantaneous

Make a ranged spell attack, on a hit, the target takes 1d8 thunder damage, and its speed is reduced by 10 until the start of
your next turn, as the creature reels from the vibration. The damage increases by 1d8 when you reach 5th , 11th , and 17th
levels.

Temporal Delay
7th-level Transmutation
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take two turns in
a row, during which you can take actions and move as normal.
The spell ends if one of your actions you use during this period, or any effects that you create during this period, effects a
creature other than yourself. In addition, the spell ends if you move to a place more than 500 feet from the location where
you cast it.

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