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The Chronomancer

Will you control the sands of time, or will it control you?


Existence is measured in age. How many years has a mortal Bearer of the clock of eternity, rimmed by signs of the stars,
lived? What was the construction date of the walled city of the chronomancer counts every tick of the second hand,
Eflin? When were the deities formed? Time begins at birth, at preventing interference with that essential ever flowing
creation. But, inevitably, time for all things comes to an end. forward momentum.
Except, of course, for time itself.

RELEVANCE OF TIME

C
hronommancer’s gain their magical potency
directly from time itself - harnessing the energies
of flowing time, and manipulating them to suit
their gain. It is a most dangerous tradition, as the
practice of slowing, reversing, or diverting the
flow of time can accidentally tear novices to
pieces, spreading them thinly across millenia, or
sometimes even drop them wholesale into a new or old era,
with no way of returning home. Masters, however, walk the
generations as timewalkers and walk the cosmos.
Experienced chronomancers can reliably and literally end
most conflicts before they even begin. Chronomancers
typically learn to control their powers through an eternity of
studies, usually under the guidance of an older mentor.
However there is no greater test than altering reality. Many
aspiring chronomages test their newly honed powers by
changing the outcome of a significant event by traveling
through different timelines to craft the most favored result.

Creating a chronomancer

A
s you build your chronomancer, think about Quick Build:
when and why your character pursued the ebb
and flow of time. Did they think of changing a You can make a chronomancer quickly by following these
significant event in the past that plagued you as suggestions. Firstly, Wisdom should be your highest ability
a young adult and it was not until you matured score, followed by Constitution, then Intelligence (Or strength
that you realized bending time was the best way if you wish to follow the 30 D.D. Journey, and Dexterity if you
to correct it? The want to correct the wrong- wish to study the 3877 A.D. Journey). Secondly, choose the
doing you had done? Maybe you were cursed with these Sage background. Thirdly, take the cantrips Prestidigitation
powers by a demon, forced to endure visions of a million and Bolt of Time, along with the following 1st level spells:
possible ways for your closest friend to die every night, the Magic Missile and Feather Fall.
only way of relieving you of the curse if you craft the best
possible outcome. Consider how your character perceives
their abilities. Do you view them as a punishment for a
wrong-doing from a long time ago? Or maybe view them as
gift from a deity to protect and assist those around you.
Perhaps they feel they earned them through years of study.
Class Features Spellcasting
As a Chronomancer you gain the following. As a conduit of the ebb and flow of time, you can cast
Hit Dice: 1d8 per chronomancer level, chronomancer spells. See chapter 10 of the Player’s
Hit Points at First Level:8 plus your Constitution Modifier Handbook for the general rules of spell casting, and you can
Hit Points at Higher Levels: 1d8 (or 5)+ your constitution see the specific chronomancer spell lists at the end of this
modifier per chronomancer level after first document.
Proficiencies Cantrips
Armor: Light At first level you know two Chronomancer cantrips from the
Weapons:: Daggers, Quarterstaves, Shortswords chronomancer spell list. You learn additional Chronomancer
Tools: Gaming Set cantrips at higher levels.
Saving Throws: Wisdom, Intelligence
Skills: Choose two from: Arcana, History, Insight, Preparing and Casting Spells
Investigation, Perception, Persuasion The Chronomancer spell table shows how many spell slots
Equipment you have to cast your spells 1st level or higher. To cast one of
You start with the following equipment, in addition to the these spells you must expend a spell slot of the spells level or
equipment granted by your background: higher. You regain all spell slots when you finish a long rest.
You Prepare the list of Chronomancer spells that are
(a) Two shortswords (b) a shortsword and a quarterstaff avalible for you to cast, choosing from the chronomancer
Leather armor spell list. When you do so choose a number of spells equal to
Your choice of gaming set your Wisdom Modifier + your Chronomancer level
An ancient tome and an explorer's pack (minimum of one spell).
Spellcasting Ability
Wisdom is your spell casting ability. 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 with one of your chronomancer spells and
when you make an attack roll with one.
Spell save DC= 8 + your proficency bonus + your wisdom
modifier.
Spell attack Modifier = your profeciency bonus + your
wisdom modifier

Spellcasing Focus
You can use your gaming set as your Chronomancer focus to
cast spells.
The Chronomancer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Ageless Linguistics 2 2 — — — — — — — —
2nd +2 Wheel of Time, Timeless Body 2 3 — — — — — — — —
3rd +2 Lifelong Journey 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 4 3 — — — — — — —
5th +3 Pocket of Eternity 3 4 3 2 — — — — — —
6th +3 Ageless Linguistics, Lifelong Journey 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 Ageless Linguistics, Refresh 4 4 3 3 3 2 — — — —
11th +4 Lifelong Journey Feature 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 Time Anomaly 4 4 3 3 3 2 1 1 — —
14th +5 ─ 4 4 3 3 3 2 1 1 — —
15th +5 Hypersonic Speed 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 Lifelong Journey Feature, Time Lord 4 4 3 3 3 3 2 1 1 1
18th +6 ─ 4 8 4 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 4 4 4 3 3 3 2 1 1 1
20th +6 Undo Timeline 4 4 3 3 3 3 2 2 1 1
AGELESS LINGUISTICS
At 1st level, you can learn some of the oldest languages in the
realm. You gain proficiency in 1 exotic languages. At 6th level
you gain proficiency in 1 more exotic languages. And then at
10th level you gain proficiency in another 2 more exotic
languages.
Wheel of Time
At 2nd level your studies allow you to spin the wheel of time
to alter the fate of yourself, an ally or an enemy. Your access
to this bend in time is represented by fate dice. You have fate
dice equal to your proficiency bonus plus wisdom modifier.
When you expend fate dice, it is unavailable until you finish a
long rest at which point you regain all expended fate dice by
rewinding the wheel of time. Some of your Wheel of Time
features may require your target to make a saving throw to
resist the features effects. The saving throw is your spell save
DC which you can calculate in the Spell casting Ability
section previously.
ACCELERATE
As an action you can expend a fate dice to hasten a targets
actions and do multiple actions on the targets next turn. The
target gains an additional action per fate dice used (you can
not use more fate dice than your amount of actions per turn.
You cannot use any of these extra actions to recast,
Accelerate or Surge. You can use this twice per short rest. At
9th level you can use this 3 per short rest, and at 18th level
you can use Accelerate 4 times per short rest.
Rewind
As a reaction you can spend a fate die to an attack against
you or an effect that is interacting with you, you can revert to
the position you were in the previous round. You do not
regain any expended resources nor does any effect revert for
you. Only your position changes. You can do this once per
short rest.
Surge
As an action you can expend a fate dice to take an additional
action in the next round. You cannot use this additional action
to cast any spell of 4th-level or higher. Surge cannot be used
again until you take a short rest.
Refresh
As an action, you can expend a fate die to heal 1d4+1 per fate
die you expend while using this ability. This ability can only
be used once per short rest.
Timeless Body Upon reaching 20th level, you gain the ability to undo a
specific timeline, taking all actions of up to 8 targets back in
At 2nd level, your intense studies with time and your ability to time (up to 3 hours prior). All experience and items gained
control and alter it makes you keep your youthful looks, but within that time are lost. All spell slots that were used within
does not change your actual age or stop you from aging. You the time frame become unused. You can only use this feature
still can die of old age. At 14th level, your body is immune to once feature once every 7 long rests (a week).
the frailty of old age, and cannot be aged magically unless you
allow it. At 18th level, you no longer need food or food or Lifelong Journey
water. There are three significant years in the scroll of eternal
LIFELONG JOURNEY timeliness that chronometers tend to time travel to more
often than not. Chronomancers usually take a liking to a
When you reach 3rd level, you become attuned with a certain certain age bringing with them characteristics and unique
time line of events. These timeliness are: 3351 B.D., 30 D.D., feats or powers from that age.
1877 A.D.D., all of which are detailed at the end of the class
description, before the chronomancer spell lists. Your 3351 B.D.
Lifelong Journey grants you features at 3rd level and again at
6th, 11th, and 17th. You traveled back to a time where magic and miracles were
rich throughout the land. Upon spending countless years in
ABILITY SCORE IMPROVEMENT this timeline you are more attuned to magic than ever before.
When you reach 4th level, and again at 8th, 12th, 16th and EPOCH CONTINUUM
19th level, you can increase one ability score of your choice Starting when you choose this journey at 3rd level, your Bolt
by 2, or you can increase two ability scores of your choice by of Time cantrip is altered to be Epoch Bolt. When Bolt of
1. As normal, you can’t increase an ability score above 20 Time is altered to be Epoch Bolt it gains these effects:
using this feature. You can choose to gain a feat as per the • When dealing damage with this spell, in the place of d8’s
Player’s Handbook instead of improving ability scores. use 2d4 for damage rolls. For example: Casting Epoch Bolt at
6th level and hitting will deal 8d4 force damage instead of
POCKET OF ETERNITY 4d8.
• The creature hit cannot take reactions until your next turn
At 5th level, in your resourcefulness you have created an if they fail a Wisdom saving throw.
eternal pocket of time that you can rely upon when in need.
On your turn, you can use a bonus action to regain hit points ANCIENT RESEARCH
equal to 1d8 + chronomancer level. Once you use this feature, At 6th level. you gain +2 to your Wisdom stat. This cannot
you must finish a long rest before you can use it again. make the stat total go over 20.
REFRESH FATE RENEWED
At 10th level, if you have one fate die remaining, you can as an Beginning at 11th level, you can expend a fate dice as an
action expend and roll that fate die. You gain a number of fate action to heal a creature. It gains hitpoints equal to 2d6+1
dice equal to 1d4+2. This feature recharges at the end of a plus your chronomancer level. You must finish a long rest
long rest. before you can use this feature again.
TIME ANOMALY TIMELESS VISAGE
At 13th level, when you cast a spell that has a casting time of Once 17th level is obtained, you gain the ability to create a
1 action, you can change the casting time to 1 bonus action timeless visage of yourself acting like a clone. This timeless
for this casting. After you use this ability once, you must finish visage cannot expend fate dice. However it can attack and
a long rest before using it again. cast cantrips at your telepathic command, using a bonus
action. When you create a timeless visage you must roll its
initiate roll its initiative. The timeless visage is controlled by
HYPERSONIC SPEED you and does not require your concentration. If you do not
Upon reaching 15th level, your awareness to danger reaches give the visage commands it will not move or react. The
a hypersonic clarity. You gain advantage on your initiative visage uses all your statistics, it does not gain your feats and
rolls. has hitpoints equal to one half of your total hitpoints. You
must finish a long rest before you can use this feature again.
TIME LORD
Once the chronomancer reaches 17th level you are 3877 A.D.D
considered to be a Time Lord. This allows the chronomancer In the future, you discover that combat is now fought with
to predict a favorable outcome from a battle. The firearms. You decide to stay a while and master these
chronomancer adds a +1 to your spell save DC. dangerous new weapons.
UNDO TIMELINE
AGE OLD GUN CRAFT
Starting when you choose this journey at 3rd level, you are
proficient in firearms. You can also teach towns blacksmiths
to create firearms and ammunition.
TIME LOST ROUNDS
At 6th level, your increased practice of a futuristic firearms
has granted you the ability to re roll any 1s on a firearms
damage dice. You must take the next roll even if it is another
1.
TRIGGER THE MIND
Beginning at 11th level, you can use your Wisdom in the
place Strength or Dexterity for firearm weapon attacks.
SLOW SIGHT
Once 17th level is obtained, you bend the time and space
around your perception and allow you advantage on your next
attack. You must take a short rest before you can use this
ability again.
30 D.D
You traveled have to a land where martial experience is what
makes a warrior. By spending an extended time here, you
have become highly skilled in close quarters combat.
HOROLOGICAL WARRIOR
Starting when you choose this journey at 3rd level, you
become incredibly skilled in all martial weapons, and shields,
gaining proficiency in them.
SPLIT SECOND REACTION
At 6th level, your incredible martial skills expand due to the
fact you can for see incoming attacks. When you get hit by an
enemy you can make a reaction to attack them with your
weapon, you can do this once per long rest.
MIND OVER MATTER
Beginning at 11th level, you can use your Wisdom in the
place Strength or Dexterity for melee weapon attacks and
gain advantage in hit rolls.
RIFT IN TIME
Once 17th level is obtained, when you hit with a melee attack,
you can choose to get the target to make a Wisdom saving
roll equal to your spell save DC. The target is stunned for 1
round and takes 8d10 force damage after the stun effect
finishes, taking half damage on a failed save. After using Rift
in Time, you must complete a long rest before you can use it
again.
Cantrips (0 Level) 2nd Level Haste Arcane Gate
Blade Ward Alter Self Major Image Circle of Death
Bolt of Time / Epoch Bolt Arcane Lock Melf’s Minute Meteors Contingency
Friends Augury Slow Enervation
Halt Blur Time Bomb Eyebite
Mage Hand Cloud of Daggers Tongues Globe of Invulnerability
Mending Continual Flame Water Walk Magic Jar
Message Crown of Madness Wind Wall True Seeing
Minor Illusion Find Traps Woeful Stab
4th Level
Resistance Hold Person
Arcane Eye 7th Level
Shillelagh
True Strike Harness Speed Bane Shot Delayed Blast Time Bomb
Vicious Mockery Invisibility Blight Finger of Death
Mirror Image Death Ward Forcecage
1st Level Misty Step Dimension Door Mordenkainen’s Sword
Absorb Elements Elemental Bane Prismatic Spray
Bane Momentary Glimpse Fabricate Regenerate
Charm Person Hallucinatory Terrain Teleport
Ray of Enfeeblement
Chromatic Orb Phantasmal Killer
Reflexive Shot 8th Level
Command Shatter 5th Level Abi-Dalzim’s Horrid Wilting
Feather Fall Sphere of Time Antilife Shell Feeblemind
Heroism
3rd Level Destructive Wave Glibness
Inflict Wounds
Dominate Person Mind Blank
Jump Aura of Vitality
Geas Rip through Time
Revert Time Blade Ward
Hold Monster
Silent Image Blink 9th Level
Modify Memory
Speedy Retreat Bonesword Meteor Swarm
Riddle
Spell Blade Counterspell Quantum Shift
Scrying
Tenser’s Floating Disk Dispel Magic Time Stop
Wall of Force
Time Guardian Fly Gate
6th Level
SPELL DESCRIPTIONS Range: 30 ft
Components: S, V
The spells below are the ones from the Spell List that are not Duration: 1 minute
in the Player’s Handbook or Elemental Evil Player’s Target one creature, the target must make an Intelligence
Companion. These spells are presented in alphabetical order. Saving Throw against your spell save DC, on a failure the
Battle Drain
target will teleport to the ethereal plane and they reapear
3rd-level Necromancy when their turn ends. After the first turn this effect happens
the caster will roll a D20, on an 11-20 the same effect
Casting Time: 1 action continues accouring, on a 1-10 the spell ends with the target
Range: 30 ft radius back in the prime material. On a successful save nothing
Components: S, V, M (a bloody cogwheel) happens.
Duration: Instantaneous
You siphon the very life essance from all allies within range Bide Time
(15 HP from each ally) and you gain an additional action next 8th-level Divination
turn. Casting Time: 1 Hour
Range: 30 feet
BANE SHOT Components: V, S, M (A ruby worth 1,000gp)
4th-level evocation Duration: 1 hour
Casting Time: 1 bonus action 5 Creatures you choose in range gain the benefits of a long
Range: Touch rest while only taking a short rest. In order for this spell to
Components: S, V effect any target, they must be willing and all the normal rules
Duration: 1 Round to a long rest must apply except for the time it takes to
You touch a ranged weapon that uses ammunition, infusing complete one.
it with the power of time. For the duration, when you attack
with the weapon and hit, the target must make a Constitution Delay Death
saving throw. It takes an extra 4d6 Necrotic damage on a 6th-level necromancy
failed save, or half as much on a successful one. For the Casting Time: 1 action
duration the weapon is considered magical if it is not already. Range: Self
Components: S, V, M (A broken Cogwheel)
BOLT OF TIME (EPOCH BOLT) Duration: 1 Minute
Evocation Cantrip You push yourself outside the spacetime-continum, forcing
Casting Time: 1 action yourself into a temporal loop. While in this state, you cannot
Range: 120 feet lose conciousness for the duration of the spell. For every six
Components: S, V seconds you spend in this loop, you gain a level of exhaustion,
Duration: Instant the level(s) begin to affect you when the spell ends or you
A beam of energy with a blueish/purpleish hue streaks choose to end the spell as an action.
towards a creature within range. Make a ranged spell attack
against the target. On a hit, the target takes 1d8 (2d4) force
damage. All damage in brackets are when the spell is altered
to be Epoch Bolt. The spell’s damage increases by 1d8 when
you increase the spell every 2 spell slots making it 2d8 (4d4)
at 2th level, 3d8 (6d4) at 4th level, and 4d8 (8d4) at 6th level
and so on.
BONESWORD
3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (one bone, which the spell consumes)
Duration: Concentration, up to 10 minutes
A bone, held in your free hand, becomes a short sword,
longsword or great sword. It lasts for the duration and then
crumbles to dust. Anyone may use the bone sword, and it is a
magic weapon. While wielding the bone sword, you are
proficient with it. It deals an extra 2d6 necrotic damage
against any living creatures.
Blighted Blink
4th-level Transmutaion
Casting Time: 1 action
DELAYED BLAST TIME BOMB One Medium or smaller creature that you choose must
7th-level evocation succeed on a Wisdom saving throw or be frozen in time for 1
full round, they cannot be hit by attacks and cannot attack
Casting Time: 1 action during this time or the spell ends.
Range: 150 feet
Components: V, S, M (A small cog wheel) Harness Speed
Duration: Concentration, up to 1 minute 2nd-level Conjuration
A beam of white light flashes from your pointing finger, Casting Time: 1 action
then condenses to linger at a chosen point within range as a Range: Touch
glowing bead for the duration. When the spell ends, either Components: V, S
because your concentration is broken or because you decide Duration: 1 minute
to end it, the bead blossoms with a low roar into a vortex that You can target one person within range and increase their
spreads around corners. Each creature in a 40 ft sphere initiative by 10 for the duration. This can effect initiative mid-
centered on that point must make a Dexterity saving throw. A round.
creature takes force damage equal to the total accumulated
damage on a failed save, or half as much damage on a
successful one. The spell’s base damage is 9D8. If at the end HUSH
of your turn the bead has not yet detonated, the damage 1st-level illusion
increases increases by 1d8. If the glowing bead is touched Casting Time: 1 action
before the interval has expired, the creature touching it must Range: Touch
make a Dexterity saving throw. On a failed save, the spell Components: S
ends immediately, causing the bead to create a black hole. On Duration: Concentration (Up to 10 Minutes)
a successful save, the creature can throw the bead up to 40 Your footsteps and armor make no noise, giving you
feet. When it strikes a creature or a solid object, the creature advantage on stealth checks to avoid detection while moving.
or object, the spell ends, and the bead explodes. The At Higher Levels. When you cast this spell using a spell slot
explosion damages objects in the area and moves light to of 2nd level or higher the number of creatures number of
moderately weighted objects that aren’t being worn or creatures you can target increases by 1 for each spell slot
carried. At Higher Levels. When you cast this spell using a above the first.
spell slot of 8th level or higher, the base damage increases by
1d8 for each slot level above 7th. Life for Force
8th-level necromancy
ENERVATION
5th-level necromancy Casting Time: 1 bonus action
Casting Time: 1 action Range: self
Range: 25 feet Components: S, V, M (One drop of your blood)
Components: V, S Duration: 1 round
Duration: Instantaneous You force your mind and muscles to move faster than
You point at a target and they immediately feel their life humanly possible, in this strain you take 40 points of force
force slipping away. If it fails a Constitution save, it takes 6d8 damage but you gain an addtional 1d4 actions for this turn.
necrotic damage this damage can increase 1d8 per spell level Momentary Glimpse
higher then level 5, if it fails, or half damage on a success. If 2nd-level Divination
the target's hit points is reduced to 0 from this spell, the
target dies and cannot be resurrected by anything other than Casting Time: 1 reaction
a wish spell. Range: Self
Components: V, S, M (A small hour glass)
Full Retreat Duration: Instant
3rd-level Evocation You glimpse into yor immediate future seeing danger and
Casting Time: 1 action using that to dodge out of the way of the most harmful effects.
Range: 30 ft Sphere As a reaction you can add +5 to your AC or a Saving Throw.
Components: V, S, M (a small clump of dirt)
Duration:: 1 Minute REFLEXIVE SHIFT
Increase movement speed of one target in range by 30 feet. 2nd-level transmutation
For each spell level you cast this spell above the required you Casting Time: 1 re-action
can add another person under the spells effect. Range: Self (30ft)
Components: V
HALT Duration:Instant When any Friendly creature within 30 feet
Transmutation Cantrip of you moves, and would provoke an attack of opportunity,
Casting Time: 1 action cause the attack to have disadvantage.
Range: 30 feet
Components: V, S
Duration: 1 round
REVERT TIME SPELL BLADE
1st-level evocation 1st-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: self
Components:V, S Components: S, V
Duration:Instant Duration: Concentration, up to 1 minute
A creature you touch has its wounds revert back in time. You conjure a blade of force in your free hand. The blade is
That creature gains hitpoints equal to 1d8 + your wisdom similar in size and shape to a short sword, and lasts for the
modifier. This spell as no effect on creatures that are undead. duration. If you let go of the blade, it disappears, but you can
At Higher Levels. When you cast this spell using a spell slot conjure the blade again as a bonus action. You are proficient
of 2nd level or higher, the healing increases by 1d8 for each with the blade and can make melee weapon attacks with it. It
spell slot level above the first. is a magic weapon with the light and finesse properties. As a
bonus action, you may cast a spell with a range of touch into
QUANTUM SHIFT the blade. The spell is held until it is released or the blade
9th-level evocation disappears, and only one spell can be held. If you hit a
Casting Time: 1 action creature with the blade, the held spell is released. The target
Range: 1 mile is affected as though you had cast the held spell on it.
Components: S, V Spell Shield
Duration: Concentration, up to 10 minutes 5th-level Abjuration
You force open the strongest rip in time creating an aging Casting Time: 1 action
vortex for any enemy inside its area. All creatures within a 40- Range: Self
foot-radius sphere centered on a specific target must make a Components: V, S
Wisdom saving throw. The sphere spreads around corners. A Duration: 1 minute
creature takes 7d12 force damage and 3d12 necrotic damage
on a failed save, or half as much on a successful one. After As a reaction to a spell targeting you can briefly glimpse
the damage has been dealt, every enemy that took damage into the future and as an action you raise an arcane wall
from this spell must make another Wisdom saving throw. On giving you advantage on all saving throws from magical
a success, creature takes half damage, in addition to the effects for the duration.
damage previously. On a failure, the creature ages 1d100
years. TIME BOMB
6th-level enchantment
RIP THROUGH TIME Casting Time: 1 action
8-th-level evocation Range: 150 feet
Casting Time: 1 action Components:V, S, M (a small cogwheel)
Range: 150 Feet Duration: Instantaneous
Components: S, V A bright streak flashes from your pointing finger to a point
Duration: Concentration, up to 1 hour you choose within range then blossoms with a low roar into
Portals to other timelines rip open in a 60-foot radius an explosion of arcane. Each creature in a 20-foot radius
centered on a point you choose within range. Each creature must make a Dexterity saving throw. A target takes 7d8 force
in that area must make a Constitution saving throw. On a damage on a failed save, or half as much damage on a
failed save, a creature takes 9d10 psychic damage and is successful one. The explosion spreads around corners. It
immobilized for 1 minute. On a successful save, it takes half sucks in loose objects in the area that aren’t being worn or
as much damage and isn’t immobilized by this spell. A carried. At Higher Levels. When you cast this spell using a
creature immobilized by this spell makes another spell slot of 5th level of higher, the damage increases
Constitution saving throw at the end of each of its turns. On a increases by 1d8 for each slot level above 4rd.
successful save, it is no longer immobilized. This spell also
sucks away any magically created darkness.
Speedy Retreat
1st-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (A horse shoe)
Duration: 1 Minute
Increase your movement speed by 30 feet for the
duration.For each spell slot above the required used you can
add an extra 10 feet in addition to the spells original effect. At
the end of the the durration you suffer one level of
exhaustion.
Time Drain A dagger in the back might hurt for some time, but the pain
6th-level Necromancy of a woeful dagger never ends. You conjure a woeful dagger in
your free hand, which lasts for the duration. You are proficient
Casting Time: 1 action with the woeful dagger and you may use your spell casting
Range: 40 Ft ability instead of Strength for the attack and damage rolls of
Components: V, S, M (a pocketsized hourglass) melee attacks using it. It deals 2d4 piercing damage it, and is
Duration: Instantaneous considered a magic weapon. Once during the spell's duration,
You reach out to the sands if time feeling the life essence of when you hit a creature with the woeful dagger, you can make
the target, pulling and ripping it away adding their life force to a woeful stab. The creature you hit must make a Wisdom
yours. The target makes a constitution save or take 4d8+10 saving throw. You deal an extra 10d10 psychic damage, half
Force damage and half on a successful save. You heal an as much on a success. If the creature fails, The creature is
equal amount to damage delt. stunned for a minute or until it makes its saving throw.
Time Guardian
1st-level evocation
Casting Time: 1 action
Range: Self
Components: S, V
Duration: 3 Hours
An invisible spectral being fills your space, blocking and
absorbing attacks. While you're not wearing armor your AC
calculation becomes 13+ Dex mod. Also you gain resistace to
Force Damage.
Time Hop
5th-level Transmutation
Casting Time: 1 action
Range: Self
Components: S, V, M (a small cog wheel)
Duration: Instantaneous
When casting you can teleport into an unocupied space a
distance away equal to your highest spellcaster levelx10 ft.
Touch of Years
4th-level Necromancy
Casting Time: 1 action
Range: Touch
Components: S, V, M (one small copper hourglass)
Duration: 3 Days
On a successful hit the targets ages 3d10 years each day
for the next 3 days. During these 3 days the creature is
considered cursed and the affects can be removed by remove
curse, unless the target dies of old age before a removal of
the curse happens. After the 3 days is up the target is aged
permanently.
Woeful Dagger
6th-level conjuration
Casting Time: 1 bonus action
Range: Self
Components:Components: V, S, M (a single rib)
Duration: 1 round
CREDITS

B
ased on Zst0rm's chronomancer from reddits
unearthered arcana. I changed and added many
things, so I hope you enjoy.

I would also like to thank Jason Margossian for play testing


and giving opinions on certain mechanics of the class to help
mold and shape it.
(“Zst0rm’s” ORIGINAL CREDITS)
INSPIRATION
Pattycakeee‘s Shaman homebrew class.
Middle Finger of Vecna’s School of Chronomancy.
Monk, Wizard, Sorceror and Cleric from the
5e Player’s Handbook by Wizards of the Coast.
PERSONAL THANKS
My local D&D groups for being supportive and
helping with the overall idea.

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