You are on page 1of 2

A rca ne Tr a dit ion

School of Chronoma ncy


Written by Haggard Clint
Art by Haggard Clint
Version 1.04
Wizard
A rca ne Tr a dit ion
Written by Haggard Clint
Art by Haggard Clint

School of Chronoma ncy


There was a time once before everything.
Before the Astral Sea, before the Weave,
before any Realms, possibly before the Gods
themselves. For Wizards of the School of
Chronomancy, it is the pursuit of this
time, to understand our beginnings
and ends, that matters most.
From the eccentric explorer to the
dedicated defender, Chronomancers
seek to learn, understand and fix
what they feel has gone wrong in the
world by bending time to their whim.
Whilst few can truly live in the moment,
often looking towards tomorrow and back into
yesterday, their ability to manipulate the passage
of time makes them staunch allies in a conflict.
This manipulation however, comes with risk.
The manipulation of time is considered an exceedingly
rare and very unsafe act. As a result, to this day, only a
handful of practitioners could be considered adepts.

Befor e & A h e a d of Th e i r Ti m e
Beginning when you select this school at 2nd
level, your attunement to the passage of time
gives you a heightened sense of awareness.
You gain proficiency in the Perception skill Back in Ti m e
if you aren’t already proficient. Addtionally, Beginning at 10th level, time fluxes at full capacity
when you make a Wisdom (perception) skill around you creating endless possibilities. Whenever a
check, your proficiency bonus is doubled. creature within 30 feet of you that you can see makes
an attack roll or saving throw, you can force them
Ti m e S k i p to roll again for either advantage or disadvantage.
Starting at 2nd level, moments of intense combat allow You have one use of this ability and you regain all
you to create skips in time. When rolling for Initiative expended uses of it when you finish a long rest.
you may roll an additional 1d4 to either add to or subtract
from your Initiative total. This ability scales as you level. O n B o r r ow e d Ti m e
At 6th level you may add or subtract 1d4 to the Initiative Beginning at 14th level, your understanding of time
of both you and one other creature within 5 feet. has allowed you to tame it like a wild stallion. You
gain the ability to borrow time from your future self.
At 10th level your Time Skip die increases to 1d6. The next time you short rest, you may instead get
the benefits of a long rest. However, on your next
Wh eel of Ti m e long rest, you will only gain the benefits of a short
Starting at 6th level, you can access an arcane rest. You have one use of this ability and you regain
wheel of time that allows you to alter the speeds all expended uses of it when you finish a long rest
of other creatures, or yourself. You gain the spells not influenced by your On Borrowed Time ability.
Haste and Slow if you do not already have them.
Both spells are always prepared and do not count
towards your daily spell preparation limit.
At 17th level, you gain the spell Time Stop if you do not
already have it. This spell is always prepared and does
not count against your daily spell preparation limit.

You might also like