D&D 5E - 5th Ed Chronomancy coming from WotC

June 2024 · 3 minute read

However, this reminded me the 2nd edition chronomancy book. What a beautiful broken class! I have very fond memories of all these paradoxes and having all the campaign based upon my chronomancer pc ��


For the record, I've written up a version of the chronomancer as a wizard path.

School of Chronomancy

Chronomancy is the study of time and magic affecting it. As a chronomancer, you learn to manipulate the flow of time in a variety of ways. While you don't have a formal list of spells for your school, you probably favor spells that affect the flow of time or the speed at which things happen, such as expeditious retreat, haste and slow.

ALTER TIME

Starting when you select this school at 2nd level, you learn to alter the flow of time. You can use this ability to reduce the time it takes to perform a task that normally requires at least one minute by 50%. The task can be one undertaken by you or someone else. You must be able to see the task and be within 60' of it throughout the time it is being performed, and you must maintain concentration on this effect throughout the duration or the effect is lost. Once you use this ability, you must complete a short or long rest before you can use it again. (You can't use this ability to lower the time required to complete a rest.)

SWIFTNESS OF ACTION

Starting when you select this school at 2nd level, you can use your mastery of time to use your reaction to allow a creature you can see within 30' to take an extra bonus action on its turn. Once you use this ability, you must complete a short or long rest to use it again.

EXTEND SPELLS

Starting at 6th level, you can warp time to double the duration of a spell you cast. This has no effect on instantaneous or permanent spells. Once you use this ability, you must complete a short or long rest before you can use it again.

BORROW TIME

Starting at 10th level, you can borrow a small piece of time from your future self. You can take any action as a bonus action, but the next round, you lose your action. Once you use this ability, you must complete a long rest before you can use it again.

TEMPORAL JUMP

Starting at 14th level, you can leap short distances through time to avoid harm. When you are hit by an attack or fail a saving throw, you can use your reaction to jump from 1 to 4 rounds into the future (you choose the exact number), completely avoiding the effects of the triggering attack or effect. When you use this ability, you instantly disappear, miss the number of turns that you chose, then reappear at the start of your next turn. You return in the same space you were in when you vanished. If that space is occupied, you instead reappear in the nearest unoccupied space.

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