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Contents

School of Chronomancy 3 5th level


8
Chronomantic Scribe 3 Temporal Stasis

Forethought 3 Sphere of Relativity

Time Jump 3

Time Anomaly 3

Delay Injury 3

Wizards spell list 3

Chronomantic Anomalie 4

Force Anomalie 4

Inflict Anomalie 4

Multiversal Constant 4

Temporal Aura 4

Sorcerers spell list 4

Horologist 4

Tool Proficiency 4

Horologist Spells 5

Artificers Chronograph 5

Applied Time-Keeping 5

Chronological Anchor 5

Time Management 5

Spells 6

Cantrips
6

Wear
6th level
9
Burden of Time Create Paradox
1st level
6
Delay Image / Advance Image
7th level
9
Precognition Temporal Eye

2nd level
6 Accelerate Creature Growth
Accelerate Plant Growth
8th level
9
Time Slip Create Major Paradox
3rd level
7 9th level
9
Temporal Disjunction
Retrospect

Create Minor Paradox Time Capsule


Time Snare

Accelerate Item Anomalies of Chronomancy 10


4th level
7 Chooseing an Anomaly

Temporal Push
Anomalies - Minor

Time Heal Anomalies - Intermediate

Anomalies - Major

Anomalies - Catastrophic
Entities of Chronomancy 12
Time Elemental

Discord Mephits

Temporal Primordials

Entropy Manifestation
Artifacts of Chronomancy 14
Sphere of Dilation

Hourglass of Commanding Time Elementals

Clockwork Armor

Metronome of the Chronomancer

Impossible Object

Quabis's Portable Factotum


Artificers Infusions 15
Telescopic Weapon

Integrated Pendulum

Arcane Battery

Replicate Magic Item


15 Feats 15
Feats
CONTENTS
2
School of Chronomancy (Wizard)

Y
ou focus your study on magic that Predetermined Fate
manipulates the flow of time. By using the
weave to connect to now, then, and when At 14th level, when reduced to or currently at 0 health, you
through the Temporal Prime you are able to may, instead of being knocked unconscious, remain in a
change history as you wish, you can change fighting condition.
the flow of time by the might of your will,

while a diviner may be able to see the future, In this state, taking damage does not cause a death saving
you can go there. throw; instead, you must make a save as if they were trying
to continue concentration on a spell. If you fail this save,
Chronomantic Scribe you are knocked unconscious until you are healed.
When you select this school at 2nd level, the time you must

spend to copy a spell into your spellbook is halved. When you are below 0 health but still conscious in this
state, you automatically fail your death saving throw at the
start of your turn.
Forethought
Beginning at 2nd level, you can also add your intelligence Wizards spell list
modifier to your initiative roll as well as your dexterity Spell
Level Spell
modifier. In addition, on the first round of combat, You can
cast any spell with a casting time of one action as a bonus Cantrips Wear, Burden of Time
action. 1st Delay Image / Advance Image, Precognition
2nd Accelerate Plant Growth, Time Slip
Temporal Mind
3rd Temporal Disjunction, Create Minor Paradox,
Starting at 6th level, you have learnt how to focus on Time Snare, Accelerate Item
multiple things at once using the temporal prime and
mirrors of your mind. You can now concentrate on multiple 4th Temporal Push, Time Heal
spells; while doing this, you have disadvantage on all 5th Temporal Stasis, Sphere of Relativity
concentration checks. 6th Create Paradox

While concentrating on multiple spells like this, any time 7th Temporal Eye, Accelerate Creature Growth
you cast a spell, you must make a concentration saving 8th Create Major Paradox
throw with a DC of the spell's level (cantrips counting as a
first level spell) multiplied by the number of spells you are 9th Retrospect, Time Capsule
concentrating on + 10.

If you lose any concentration save while concentrating on

multiple spells, you lose concentration on all of your spells

simultaneously; you also are stunned until the end of your lete
comp
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Collapse Paths of tim uatio
waste grad
Beginning at 10th level, if you fail a roll, you can choose to
succeed instead if it is possible to do so with your
modifiers; every time after the first, there is a cumulative
25% chance that you still fail the roll and gain a level of
exhaustion. The increased chance to fail gained from this
ability resets after a long rest.
Sub-classes
3
Chronomantic Anomalie (Sorcerer)

Y
our innate magic comes from the forces of Inflict Anomalie
time that affect all things. You might have
endured exposure to some form of temporal Starting at 6th level, you have the ability to inflict an
anomaly, perhaps through a reckless anomalie on an unwilling target. When another creature
Chronomancer editing the time-stream or by you can see starts its turn, you can use your reaction and
encountering a distortion in time, a bend of spend three sorcery points to roll on the Minor Anomalies
reality where time is more of a suggestion table or six sorcery points to roll on the Intermediate table
than a rule. Perhaps you were blessed by a powerful rouge and apply the effect on the target. The target makes no
elemental of time. Or your magic could be a fluke of your save; however, it becomes immune to this effect for 24
birth, with no apparent cause or reason. However it came hours.
to be, this esoteric magic manipulates your presence
strangely in this reality, for better or worse. Multiversal Entity
At 14th level, you have a limited ability to choose the
Force Anomalie anomalies you inevitably create. Whenever you roll on an
Starting at 1st level, you can manipulate the forces of time Anomalies table (for yourself or a foe), you can roll twice
and space to gain advantage on one attack roll, ability and use either number.
check, or saving throw as a reaction.

Null Aura
Any time before you have a short or long rest, but after you Beginning at 18th level, you can channel the flow of time,
use this ability, the DM can have you roll on the Minor causing those around you to experiences the flow of time
Anomalies table. If you use this ability more than once differently. As an action, you can spend five sorcery points
before a short or long rest, the DM can make you roll from to draw on this power and exude an aura of null time-flow
the Intermediate Anomalies table instead. to a distance of 60 feet. For 1 minute or until you lose your

concentration (as if you were casting a concentration spell),


When the DM uses this feature, it resets as if you took a each hostile creature that starts its turn in this aura is
short or long rest. frozen in time until the aura ends. A creature that is frozen
in time is immune to all damage and can not be the target
Temporal Spells or in the area of any spells. You can only use this ability
Starting at 1st level, your noncyclic nature
changes your once per long rest.
mind in subtle but profound ways.
You learn additional
spells when you reach
certain levels in this class, as shown Sorcerer Spells
on the
Temporal Spells table. The spell counts as a Spell Level Spell
sorcerer spell for you, but it doesn't count
against the 1st Level Delay Image / Advance Image
number of sorcerer spells, you know.
These spells can't be 2nd Level Time Slip
replaced when you gain a
level in this class.
3rd Level Time Snare
Temporal Spells
4th Level Temporal Push
Sorcerer
Level Spell 5th Level Temporal Stasis
1st Level Delay Image / Advance Image,
Precognition
unsurpris
you'll find ingly,
3rd Level Time Slip, Accelerate Plant Growth quite a few
"Chronom so-called
antic Anom
5th Level Temporal Disjunction, Time Snare
children o alies" are
f chronom the
ancers wit
commitmen h
7th Level Temporal Push, Conjure Minor Elementals
t issues.
9th Level Temporal Stasis, Sphere of Relativity -Quabis
Sub-classes
4
Horologist (Artificer Specialist)

H
orologist specializes in using magic to

manipulate time and space using a variety Your Chronograph has a number of charges equal to your
of timekeeping pieces to do so. Horologists Artificer level and is regained at a rate of one charge per
are creators of some of the most complex hour.
You can also expend a spell slot and regain the level
and wondrous mechanical marvels. Able to of the spell in charges as an action.
create devices that alter the very fabric of

time, they can cause havoc to those that When you expend charges as a reaction at the start of a
wish them ill and can greatly aid those whom they favour. round, you can choose any of the effects above. If you lose
your Chronograph, you can spend a long rest to craft a new
Tool Proficiency one.
When you adopt this specialization at 3rd level, you gain
proficiency with Jeweler's tools. If you already have this Applied Time-Keeping
proficiency, you gain proficiency with one other type of At 5th level, you have found methods of applying your
artisan's tools of your choice. theoretical knowledge of time, space and watchmaking.
You now have the Artificer spells Wear and Burden of
Horologist Spells Time. You also gain benefits when casting spells and using
Starting at 3rd level, you always have certain spells your Chronograph.

prepared after you reach particular levels in this class, as When you activate your Chronograph, you also gain
shown in the Horologist Spells table. These spells count as three times the charges expended as temporary
artificer spells for you, but they don't count against the hitpoints.
number of artificer spells you prepare. As an action, when holding your Chronograph, you can
Spell Level Spell
instantly attune to a magic item instead of needing to
take a long or short rest to do so.
3rd Level Delay Image / Advance Image, Precognition
5th Level Time Slip, Accelerate Plant Growth Chronological Anchor
9th Level Temporal Disjunction, Time Snare Starting at 9th level, your Chronograph gains a new unique
ability.
As a bonus action, you can anchor your current
13th Level Temporal Push, Time Heal location and teleport yourself and, if you choose, any willing
17th Level Temporal Stasis, Sphere of Relativity creature within 10ft back to it by using another bonus
action; if you anchor to a new point, the previous point
Artificers Chronograph changes to the new one. If your anchor is on another plane
of existence, you must then also expend five charges per
At 3rd level, your tinkering with watches had paid off; you creature to teleport to your anchor.
now possess a magical Chronograph that grants you
unique abilities by expending charges from it. Time Management
Chronograph’s Effect Starting at 15th level, you're a master utilizing your
Charge Chronograph efficiently and gain these bonuses while
Cost Effect using it:
1 Your movement speed is doubled until the end You can activate your Chronograph twice at the start of
of your turn the round with the same reaction.
2 You can change your initiative count by a You can now have two Chronological Anchors active at
number equal to or less than your intelligence once.
modifier
4 You gain advantage on the next saving throws
you make; if succeeding the save would give you
half damage, you instead take none. This effect
lasts up to your intelligence modifier in rounds
6 You gain a bonus +3 to your AC that reduces by
1 AC every round
8 You gain a second action on the next round,
which you can use as a reaction to anybody
ending their turn, including yourself
10 The Chronograph casts any spell that you have
cast in the past 24 hours of your choice, this
does not use up a spell slot or require a material
cost, but it still uses your statistics to calculate
its damage and saving throw.
5
Chronomancy Spells
Cantrips Precognition
1st-level Chronomancy
Wear
Chronomancy Cantrip Casting Time: 1 action
Range: Self
Casting Time: 1 minute Components: V, S, M

Range: Touch (magical spices worth at least 50gp, which the spell
Components: V, S, M
consumes)
( a pile of pebbles, gravel and sand from the same stone. ) Duration: Instantaneous
Duration: Instantaneous Saving Throw None
Saving Throw None Upon casting this spell, the caster may gain a general
When you cast this spell, you can cause an area of an object knowledge of a single event to
come. The event must affect
no larger than five cubic feet to age rapidly. This may cause the caster in some way. (An event that would affect another
things like wood to rot, metal to rust and food to spoil. It character in the party might count, especially if the caster
can only target non-magical and non-living objects not relies on other party members for safety.) The
being worn or carried. chronological range is 10 minutes into the future per level

of the spell.

Burden of Time The spell centres on the most important event during that
time. Information is frequently misleading; the caster might
Chronomancy Cantrip discover that gambling will bring good fortune, only to find
Casting Time: 1 action out after losing 50 gp that the winner wishes to hire him
Range: 30ft for an adventure. There is always a 10% chance that the
Components: V, S, M ( a set of manacles ) information is wrong.
Duration: Instantaneous
Saving Throw None
Level 2

When you cast this spell, you may curse someone with Accelerate Plant Growth
the burdens of time; they must succeed on an 2nd-level Chronomancy
Intelligence saving throw or take 1d4 necrotic damage
and have their base speed reduced by half until the end Casting Time: 1 action
of their next turn.

Range: Self

Components: V, S, M ( a rotten apple and an apple seed )
This spell's damage increases by 1d4 when you reach Duration: Concentration, 1 minute
5th level (2d4), 11th level (3d4), and 17th level (4d4). Saving Throw None
Level 1 With the use of this spell, the caster can rapidly alter the
Delay Image / Advance Image growth of any non-magical plant in a 60ft sphere around
them. For every round, the caster concentrates on this spell,
1st-level Chronomancy plants around the caster age or regress by one month.
Casting Time: 1 action Time Slip
Range: 60ft
Components: V, S, M ( some glue or grease ) 2nd-level Chronomancy
Duration: Concentration, 1 minute
Saving Throw Intelligent vs Spell DC Casting Time: 1 reaction, when you are about to take
damage or make a saving throw from an external source
When delay image is cast, the recipient is surrounded by a Range: Self
thin magical aura that bends time slightly, causing the Components: V, S, M ( a piece of thread tied in a loop )
person's image to appear one second behind the actual Duration: Instantaneous
motion. This gives the target a +2 to their AC. This spell Saving Throw None
can be used in conjunction with other armour-class-
affecting spells, but it is not cumulative with itself.

By means of a timeslip spell, the barrier between reality

and Temporal Prime is thinned, and the caster instantly


The reverse of spell this is Advance Image,
When Advance slips between the two and is replaced back in time at the
Image is cast, the recipient must make an Intelligence end of their next turn.
saving throw vs Spell DC or is surrounded by a thin

magical aura that bends time slightly, causing a second Any creatures attempting to attack someone who is trying
image to appear one second in front of their actual motion. to timeslip away must make an Intelligence saving throw vs
This gives the target a -4 to their AC. The recipient can the spells DC or lose their action used for the attack.
retake the save at the end of its turn.
Spells
6
Level 3 Time Snare
3rd-level Chronomancy
Create Minor Paradox
3rd-level Chronomancy Casting Time: 1 action
Range: 60ft
Casting Time: 1 action Components: V, S
Range: Self Duration: Concentration, 1 minute
Components: V, S, M gp
Saving Throw Intelligent vs Spell DC
( a pocket watch with the current time worth at least Upon casting this spell, the caster creates a time loop in the
100gp ) creature's mind that causes it to repeat this round's action
Duration: Instantaneous indefinitely.
Saving Throw None

When this spell is cast, the caster may change one action If the creature attacked, it attacks the same person again. If
performed in their immediate past. The number of seconds it drank a potion, it drinks from the same bottle again. Even
back that the caster can affect is equal to six times the level if something happens to prevent this attempt (the opponent
of the spell (1 round per level). If an action is taken that is dead, or someone takes the bottle away), the subject still
would've prevented combat or another major event, the strives to repeat its last action. The victim makes an
caster and Dungeon Master must work out a reasonable intelligent save vs your spell DC at the end of every round;
course of events that would make up for the lost time. it is affected by the spell until the loop is broken.
Accelerate Item Level 4
3rd-level Chronomancy
Temporal Push
Casting Time: 10 minute 4th-level Chronomancy
Range: Touch
Components: S, M gp (a small orrery with the current path Casting Time: 1 action
of the sun worth 250gp) Range: 60ft
Duration: Instantaneous Components: V, S, M

Saving Throw None ( a cut piece of thread once tied in a loop )


With this spell, the user is able to restore expended charges Duration: Instantaneous
from a magical item prematurely. When cast on the item, it Saving Throw Dexterity vs Spell DC
regains its charge as long as it is a rare item or lesser; if the Upon casting Temporal Push, the caster opens a partial
item has multiple charges, it regains three charges for a slipgate to Temporal Prime and attempts to force creatures
common item, 2 for an uncommon and 1 for a rare item. If within a 10-foot radius sphere through it. This slipgate is
the charge on the item would usually take longer than a day not fully formed, so the subjects automatically slip back to
to change naturally, this spell will reduce that time by 24 reality at a later time. The creature must make a dexterity
hours. saving throw vs your spell DC, or it is thrown forward up to
twice the spells level in rounds.
Temporal Disjunction

3rd-level Chronomancy The amount must be decided before the spell is cast. The
spell removes the creature from reality for a limited time,
Casting Time: 1 action allowing the caster to deal with other problems or prepare
Range: 60ft a welcome for the returning creature. The affected creature
Components: S, M ( a broken hourglass ) is not aware of any passage of time. Everything seems to
Duration: Concentration, 1 minute shift about suddenly. If a physical presence is occupying the
Saving Throw Intelligent vs Spell DC space to be returned to, the creature is displaced slightly on
return.
When this spell is cast, the affected creature must make an s
alway
Intelligence saving throw, or it loses its sense of time. It is ox a lmost es" so
Para
d lv
perpetually late, unable to function under any time n, it "so
cautio ate Minor ache than . uab
is
restraints. This spell is merely an annoyance unless Cre e h ead a rin gly -Q
s mo r s p
accurate timing is crucial. Creatures afflicted by this spell cause e, use
automatically set their initiative count to 0 (winning any pleas
ties) and are always surprised if attacked from stealth.

In combat, creatures with multiple attacks automatically


lose one attack and are unable to follow a battle plan that
requires accurate timing, like preparing an action. Against
a chronomancer or creature of Temporal Prime, this spell
is particularly useful. Any chronomancer under the effects
of this spell that attempts to cast a time-affecting spell
automatically fails and wastes their spell slot.
Spells
7
Time Heal
4th-level Chronomancy
Casting Time: 1 action
Range: Touch
Components: V, M (an unhatched fertilized egg )
Duration: Instantaneous
Saving Throw Constitution vs Spell DC
This spell takes a creature and pushes its body backwards
in time to a point at which it was in better health. This
simulates a healing ability without using clerical powers.

Time is of the essence when using this spell, though, as the


farther into the past the body is pushed, the higher the
chance of failure. The caster can push the body back one
round in time for every two levels the spell is cast at
rounded down. For example, a 9th-level casting of this spell
is guaranteed to restore a person back to the state of health
they were in nine rounds ago.

For every additional round that the caster attempts to push


the body backward in time, there is a cumulative 20%
chance of failure. If the 8th-level spell slot were used this
spell to heal a warrior wounded just over six rounds before
the spell was cast, that would be two rounds further than
the caster could guarantee success, so the spell would have
a 40% chance of failing.

Time Heal cannot recall a spirit from death and therefore


is only useful on a still-living character. A dead body that
has Time Heal cast on it may be entirely healed, but it
remains dead, as the body's spirit has fled. If the spirit can
somehow be reunited with the body (say through raise
dead), the patient will then be alive and as well as the time
heal can make them.

Time Heal can also be used to hurt an opponent that has


just healed itself. In this case, the caster must successfully
touch the target, and the target gets to make a constitution
saving throw vs your spell DC. Any healing (or damage)
done to the target is reverted to an earlier state. The
standard chances of failure still apply.

Level 5
Temporal Stasis
5th-level Chronomancy
Casting Time: 1 action
Range: 60ft
Components: V, S, M,

( a drop of the caster blood set in amber )


Duration: Concentration, 1 minute
Saving Throw Dexterity vs Spell DC
When Temporal stasis is cast, a 10ft radius sphere spring
into existence, anything caught in the sphere makes a
dexterity saving throw vs your spell DC to move away from
it and be placed safely next to it; failure to do so will
suspend any creatures in the sphere, anything in the sphere
does not experience the flow of time, anything that tries to
enter the sphere is also suspended in it without making a
saving throw, anything in the sphere is effectively
indestructible as no new events can happen inside the
sphere.
Sphere of Relativity Sph
S Spells R
8

Level 7 Such an event could be acquiring proficiency in smithing


tools rather than tinkers tools.
Or deciding to research a
Temporal Eye new spell rather than create a new magical item. The event
7th-level Chronomancy must be one the caster had control of at the time, and
something should always be given up.
The change should
Casting Time: 1 minute always be evident but not necessarily work the way the
Range: Self caster hopes.

Components: V, S, M, ( the eye of a gorgon )

Duration: Concentration, 1 minute The DM should also feel free to remove any items or
Saving Throw None relationships he feels would not have been found as a
This spell allows the caster to scry people or places from a result of the caster's meddling. After all, the things that are
different time. This operates through the caster's mind, and changed likely were important to the caster at one time.
any innate abilities or spell effects placed on the caster
apply. The chance for scrying success, as well as the
chance for detection, are the same as those of scrying
Level 9
typically. Scrying into a different time offers no further Retrospect
penalty. In any case, a spell that detects scrying detects a 9th-level Chronomancy
temporal eye.
Casting Time: 1 hour
Accelerate Creature Growth Range: Self (10-foot radius)
7th-level Chronomancy Components: V, S, M, (a platinum mirror worth 8,000 gp,
which the spell consumes)
Casting Time: 1 Action Duration: Special
Range: 60ft Saving Throw Intelligent vs Spell DC
Components: V, S, M, ( a dead rat and a bottled rat fetus ) This spell sends the minds of willing creatures within 10 ft
Duration: Concentration, 1 minute of the caster up to 50 years back in time into their younger
Saving Throw Constitution vs Spell DC bodies. This, however, does not send back the physical
Upon casting this spell, the caster manipulates time with characteristic of the affected creatures
Only the mental
respect to a creature. A creature ages up to two months per ones, so a wizard will still have all their prepared spells, but
level of the spell. The amount of ageing must be decided a barbarian will not have their current strength.

before the spell is cast. Ageing occurs at a rate of one

month per turn. The creature must make a constitution likewise, items are also not transported back, preventing
throw vs your spell DC or gain two levels of exhaustion. the preparation of spells not in your younger minds
Any actions or movement the creature takes during the spellbook. If the spell would cause the mind to enter the
process occur is at half its normal ability (loses half its body of a child or younger, it will fail. If you are under this
attacks, move base is halved, and so on).

effect, you may bring your mind back to the current time by

taking a short rest and choosing to return.


The material component necessary for this spell is a piece
of bio-matter from the type of creature to be affected. If the Time Capsule
caster touches the creature during the spell, no material 9th-level Chronomancy
component is required. The reverse of this spell, reverse
creature growth, reduces the age of the affected creature by Casting Time: 1 hour
up to one month per spells level to a minimum age of one Range: Self
month. The amount of change must be decided before the Components: V, S, M, (a container no bigger than 30 cubic
spell is cast, and the reversal occurs at a rate of one month feet which are used as the vessel for the spell, worth at
every two turns. The rules for the material component are least 1000g per cubic foot)
the same. Duration: Instantaneous
Saving Throw None
Level 8 You launch a container forward in time to a destination and
time set by you, this destination and time can be a static
Create Major Paradox command such as "100 years in the future, at the golden
8th-level Chronomancy hills". or it can be a fluid command such as " 10 minutes
after I die near my body ".

Casting Time: 1 hour

Range: Self The container and its occupants do not experience time
Components: V, S, M, ( a pocket watch with the current between the casting of the spell and when it jumps to its
time, plane of existence worth 10,000gp ) intended location and time; rather, the travel appears to be
Duration: Instantaneous instantaneous. If no such location exists at the specified
Saving Throw None time or the command creates a paradox, such as sending
This spell changes a single important event in the caster's an object to itself in the future, the container goes to the
past. This is just like the spell paradox, but the event can be closest time and location described by you it can or simply
up to one year past. fails and consumes the spell slot and the container.
Spells
9
Anomalies of Chronomancy

W
hen a Chromomancer edits the time-stream, there are always consequences and repercussions to doing so;
some may be so benign there not even noticeable or so monumental; they completely change the fabric of
reality. Chronomancers are either powerful or long-lived, rarely both.

Choosing an anomaly
Anomaly Type Example starting event
Minor ⠀Minor Paradox not preventing a large amount of damage, Time Healing a large amount of damage.
Intermediate ⠀Paradox, Minor Paradox preventing a large amount of damage and preventing a save.
Major ⠀Major Paradox, Paradox preventing death or changing a major event.
Catastrophic ⠀Major Paradox preventing death, Retrospect or Major Paradox altering a major event.

Anomalies - Minor
Roll Effect
1 ⠀Summon 1d4-1 hostile Discord Mephits. (minimum of 1)
2 ⠀Change the type of material of the nearest building. (Eg, oak > birch , granite > marble or brick > terracotta)
3 ⠀Instantly doff all armour, all armour is put into the most convenient location that the caster has been within the
⠀last 8 hours of their choice.
4 ⠀The day advances by 1d4 hours.
5 ⠀Your bonus action for the next round is taken up.
6 ⠀1d6 of your prepared spell are replaced with different spells you know, except the spell that triggered this effect.
7 ⠀ You lose a charge of your lowest spell slot you have a charge for (not cantrips)
8 ⠀ You become ravenously hungry; if you don't eat in 1d4 minutes, you will gain a level of exhaustion.
9 ⠀Lose half of your hit dice. If you have less than half of your hit dice, take an equivalent in force damage.

⠀(which can't be reduced in any way)


10 ⠀ Lose one charge in all attuned magic items being carried or held, if the item only has one charge left and
expending it forces a roll to save it from it breaking you automatically fail that roll.
11 ⠀ Summon one hostile Phase Spider; the spider immediately casts web before any initiative rolls are made.
12 ⠀ Lose concentration on your spell if you are doing so.
13 ⠀ If you have moved this turn, you are teleported back and lose all of your movement for this round.
14 ⠀ You are knocked prone.
15 ⠀ Any method of time or date keeping you have on you is no longer accurate and must be recalibrated; you also
forget the time and date.
16 ⠀All perishable good you have on you start to rot.
17 ⠀You are poisoned for 1d4 rounds even if you are immune.
18 ⠀You are stunned until the end of the next round.
19 ⠀All water you have on you freezes, and all ice melts.
20 ⠀ Roll on the Intermediate Anomalies table
Anomalies of Chronomancy
10
Anomalies - Intermediate
Roll Effect
1 ⠀Summon one hostile Time Elemental 500 ft away from you who knows your location.
2 ⠀ Lose all uses for abilities that can recharge on a short rest, including ones like arcane recovery. (in regards to
⠀arcane recovery or similar abilities, the player decides what is lost)
3 ⠀ You are pushed into the border ethereal for 1d4+1 hours.⠀
4 ⠀ Your vision is delayed by 6 seconds; you have disadvantage on all attack rolls for 1 hour.
5 ⠀You lose a casting for the highest spell slot you have.
6 ⠀You are stunned for 1d4+1 rounds.⠀
7 ⠀You forget half of your prepared spells, players choice
8 ⠀You can't stop hearing sounds from the past hour; if you are concentrating on a spell within the next hour, you
must make a DC 10 Constitution save every round to keep concentrating on it.
9 ⠀Your movement speed is reduced to 5ft for the next hour. ⠀
10 ⠀ You age by five years, if this would age you within 10% of your races max lifespan, you must make a DC 8
Constitution save or die.⠀⠀
11 ⠀ The next foe you face will be aided by two Discord Mephit who will teleport in on the 2nd round
12 ⠀ You gain two levels of exhaustion
14 ⠀ You are petrified for 1d6 days
15 ⠀ You are teleported to a non-occupied space within 2d20 miles⠀
16 ⠀ A Sphere of Dilation appears within 10ft of you
17 ⠀ All objects on you that can rust do so.⠀
18 ⠀ You wake up wherever you last took a long rest.
19 ⠀You can only speak in reverse for the next hour, and as such, can't cast spells with a verbal component
20 ⠀ Roll on the Major Anomalies table

Anomalies - Major
Roll Effect
1 Summon one hostile Temporal Primordial in the region which is trying to find you.
2 Lose all uses for abilities that can recharge on a long, including spells.
3 You are pushed into the temporal prime for 1d4+1 days.⠀
4 Your body experiences extreme atrophy; all physical stats are reduced to 4 and will return to normal values at two
points per long rest.
5 You forget how to cast the last cantrip you used; to regain it, you must spend 500gp and two workweeks of study
to relearn it.
6 You are stunned until a DC 18 medicine check can be performed on you.⠀
7 You forget all of your prepared spells, bar one of your choice.
8 You lose one spell from every level in your spellbook/spellbooks. (not including cantrips, minimum of one spell per
level must be left.)
9 Replace 1d4 of your levels with Chronomantic Anomalie sorcerer levels; on a long rest, you may choose to replace
them back to their original class but must suffer four levels of exhaustion. ⠀
10 Roll on the Minor table⠀⠀

Anomalies - Catastrophic
Roll Effect
1 Summon one hostile Entropy Manifestation on the same plane which is trying to stop you.
2 One of your companions has become a spy who is subtly trying to foil your goals.
3 The world is plunged into an ice age.⠀
4 The moon's phases are misaligned. causing clerical magic to become unstable.
5 The suns hue is a deep eerie emerald; no spell of 4th level or greater may be cast; pain must be inflicted to cast any
spell by cutting one hand (1d10 magical slashing damage per spell level, cantrips counting as a first level spell).
6 You were never born, whoops.
Anomalies of Chronomancy
11
Entities of Chronomancy

T
he Temporal Prime is full of creature Discord Mephits
relating to the flow (or lack thereof) time; Discord Mephits are localized clusters of chaotic space-
when a powerful Chronomancer disrupts the time, able to manifest a bolt of pure distortion sporadically.
time stream, there is always a chance that an It can be usually found when a minor paradox level event
anomalies event will occur, when this has taken place.
happens, inhabitants of the Temporal Prime
will flow out of a tear in space-time to try
and fix it. This usually results in the inhabitants removing
the cause and its companions; one of these anomalies are Discord Mephit
manifestations of the concept of time flow; Time Small elemental, chaotic neutral
Elementals.
Armor Class 12
Hit Points 17 (5d6)
Time Elemental Speed fly 25ft.
Time Elementals are creatures that exist quasi
sequentially, able to skip parts of their sequence, allowing
them to imitate teleportation by removing certain STR DEX CON INT WIS CHA
sequences of movement or halting the continuation of
sequences to fain invisibility. It can be usually found when a 5(-3) 14(+2) 10(+0) 14(+2) 15(+2) 8(-1)
paradox level event has taken place.
Condition Immunities Exhaustion, Poisoned
Senses Truesight 5 ft., passive Perception 12
Languages Chronologic
Time Elemental Challenge Challenge 1/2 (100 XP)
Large elemental, lawful neutral Damage Resistance Thunder
Damage Immunities Poison
Armor Class 15
Hit Points 80 (12d10+14) Innate Spellcasting (1/Day). The mephit can
Speed 60ft, fly 25ft. innately cast chaos bolt (spell save DC 15),
requiring no material components. Its innate
spellcasting ability is Intelligence.
STR DEX CON INT WIS CHA
Universal Constant. The elemental gains advantage
10(+0) 17(+3) 16(+3) 14(+2) 15(+2) 8(-1)
on any save vs. chronomancy spells and is aware
of any changes to the time stream if the change
Condition Immunities Exhaustion, Grappled, is on the same plane of existence.
Paralyzed, Petrified, Poisoned, Prone,
Restrained, Unconscious Actions
Senses Truesight 10 ft., passive Perception 12
Languages Chronologic Disorder. Melee Weapon Attack: +4 to hit, reach
Challenge Challenge 5 (1,800 XP) 5 ft., one target. Hit (1d4) force damage.
Damage Resistance Bludgeoning, Piercing, And
Slashing From Nonmagical Weapons
Damage Immunities Thunder, Poison

Sequential Visibility. While the elemental remains


motionless, it is invisible.
Universal Constant. The elemental gains advantage
on any save vs. chronomancy spells and is aware
of any changes to the time stream if the change
is on the same plane of existence.

Actions
Burden of Time. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit (2d6 + 4) necrotic
damage. If the target is a creature, it is put under
the effects of Advance Image until the end of its
next turn. The creature does not make any save.
Time Jump. The anomaly can use its bonus action
to teleport anywhere up to its movement; this
action does not trigger an attack of opportunity.

Entities of Chronomancy
12
Temporal Primordials
Temporal Primordials are entities from beyond time, Entropy
created at the start of all things. They are guardians to the
temporal prime, able to manipulate the time-stream in
order to prevent any further destruction of it. They can be
Manifestation
Gargantuan elemental, lawful neutral
found usually when a major paradox level event has taken
place. Armor Class 23 (natural armor)
Hit Points 437 (26d20 + 164)
Speed 60 ft., fly 30 ft., tunneling 30 ft.
Temporal Primordial
Huge elemental, neutral STR DEX CON INT WIS CHA
25(+7) 10(+0) 15(+2) 22(+6) 15(+2) 14(+2)
Armor Class 17 (natural armor)
Hit Points 161 (14d10 + 84)
Speed 30 ft., fly 90 ft. Condition Immunities Exhaustion, Grappled,
Paralyzed, Petrified, Poisoned, Prone,
Restrained, Unconscious
STR DEX CON INT WIS CHA Senses Truesight 120 ft., passive Perception 12
Languages Chronologic
14(+2) 14(+2) 15(+2) 20(+5) 15(+2) 14(+2)
Challenge Challenge 26 (90,000 XP)
Damage Resistance Bludgeoning, Piercing, And
Condition Immunities Exhaustion, Grappled, Slashing From Nonmagical Weapons, Force
Paralyzed, Petrified, Poisoned, Prone, Damage Immunities Thunder, Poison
Restrained, Unconscious
Senses Truesight 60 ft., passive Perception 12
Legendary Resistance (3/Day). If the entropy
Languages Chronologic manifestation fails a saving
throw, it can choose
Challenge Challenge 11 (7,200 XP) to succeed instead.
Damage Resistance Bludgeoning, Piercing, And
Slashing From Nonmagical Weapons, Force Spellcasting. The entropy manifestation is a 19th-
Damage Immunities Thunder, Poison level spell caster. Its
spellcasting ability is
Intelligence (spell save DC 20, +12 to hit
with
Innate Spellcasting. The elemental can innately spell attacks). It has the following wizard spells
cast spells, requiring no material components. Its prepared:
innate spellcasting ability is Intelligence.
1st level (4 slots): Magic Missile, Delay Image /
At will. Magic Missile, Precognition Advance Image, Precognition
(3/Day). Time Slip, Create Minor Paradox, Time 2nd level (3 slots): Time Slip, Hold Person
Snare 3rd level (3 slots): Dispel Magic, Time Snare,
(1/Day). Sphere of Relativity, Temporal Stasis Counter Spell
Universal Constant. The elemental gains advantage 4th level (3 slots): Temporal Push, Time Heal
on any save vs. chronomancy spells and is aware 5th level (2 slots): Temporal Stasis, Sphere of
of any changes to the time stream if the change relativity
is on the same plane of existence.
6th level (1 slot): Create Paradox
Actions Universal Constant. The elemental gains advantage
Multiattack. The temporal primordial casts magic on any save vs. chronomancy spells and is aware
missile once and uses one force thrust. of any changes to the time stream if the change
is on the same plane of existence.
Force Thrust. Melee Weapon Attack: +9 to hit,
reach 15 ft., one target. Hit: 10 (2d6 + 3) force Actions
damage and pushes the target back 10 ft. Multiattack. The manifestation casts a spell with a
casting time of one action or less and uses one
force burst.
Force Burst. Melee Weapon Attack: +12 to hit,
reach 25 ft., one target. Hit: 45 (8d10 + 5) force
damage and pushes the target back 10 ft as well
as prone.

Reactions
Time Slow. At the end of another creatures turn,
the manifestation can use its reaction to give
itself an extra action and bonus action
immediately.
Entities of Chronomancy
13
Artifacts of Chronomancy

M
any wonders have been done by great Hourglass of Commanding Time
chronomancer throughout time, and
these creations can be incredibly Elementals
destructive or seemingly benign. Wondrous Item, Rare

While this hourglass is filled with fine sand, you can use an
Sphere of Dilation action to speak the time piece's command word and
This 2-foot-diameter deep purple sphere is a hole into the summon a time elemental, as if you had cast the conjure
Temporal Prime, hovering in space and stabilized by a elemental spell. The timepiece can't be used this way again
magical field surrounding it. until the next dawn.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
The sphere slows time in its Immediate area; anything
within 30 ft of the Sphere movement speed is halved and Clockwork Armor
loses its bonus action, as well as having disadvantage on Armour, Uncommon (medium or heavy,
dexterity saving throws. Anything within 15 ft of the Sphere but not hide) (requires attunement)
movement speed is reduced by 1/4 and loses its bonus

action and action any extra attacks. Anything that touches This armour increases the wearer's reaction time, allowing
the sphere is completely frozen in time. them to gain advantage on initiative rolls.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
The sphere is stationary until someone controls it. If you
are within 60 feet of an uncontrolled Sphere, you can use Metronome of the Chronomancer
an action to make a DC 20 Intelligence (Arcana) check. On
a success, the sphere levitates in one direction of your Wondrous Item, Legendary (requires
choice, up to a number of feet equal to 2 x your Intelligence attunement)
modifier (minimum 5 feet). On a failure, the sphere moves

10 feet toward you. A creature whose space the sphere This metronome has a dial on its front that count from 3
enters must succeed on a DC 13 Dexterity saving throw or down to 0; when its command word is spoken, the
be touched by it. metronome will stop beating, and its counter will go down
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ by one for each turn the user passes until the dial reaches
If you attempt to control a Sphere that is under another 0, while the metronome is counting down the user and
creature's control, you make an Intelligence (Arcana) check itself are under the effects of Time Stop. The dial goes up
contested by the other creature's Intelligence (Arcana) by one for every 24 hours that pass. This cannot be
check. The winner of the contest gains control of the reduced by any time-altering spells.
sphere and can Levitate it as normal.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Impossible Object
If the sphere comes into contact with a bend in time, such
as that created by the Temporal Push spell, or an Wondrous Item, Uncommon
extradimensional space, such as that within a Portable

Hole, the DM determines randomly what happens, using This object takes the appearance of a simple 3-inch
the following table.
⠀⠀⠀⠀⠀⠀⠀⠀⠀ wooden cube; however, on closer inspection, the geometry
of the cube is paradoxical. When you investigate the cube,
Random Effect make a DC 13 investigation check; on a success, you may
d100 Result cast minor paradox once immediately for free, forgoing any
01- The Sphere is destroyed. material components; on a failure, you are stunned for 1d4
50 rounds. Regardless of the cube is successfully investigated,
it turns into a normal cube; after 24 hours have passed it
51- The Sphere moves through the bend or into the
85 extradimensional space.
strange geometry returns.
86- A spatial rift sends each creature and object Quabis’s Portable Factotum
99 within 180 feet of the sphere, including the
sphere, to a random point in time. Wondrous Item, Rare
00 Temporal Stasis is cast by the sphere with a range

of 30 ft and lasts until dispelled. This portable factory is able to manufacture objects if fed
of resources as if it were casting the spell fabricate; however
e e any a
s e it has several limitations as well as boons, it can only make
if I mak s.

also- of you an't


p e n ding, u t y c e go d items as large as one cubic foot, it is proficient in Tinker's
paten
t h it o factor o th is
e s " r t uab tools, Smith's tools, Glassblower's tools, Carpenter's tools
s u e th ve the , I swea -Q as well as Leatherworker's tools. The proficiencies of the
I'l l o n
rem atio
you y" limit user are not taken into consideration when this item
tor fabricates objects. The Factotum can also manufacture one
fac
item daily for free without any material as long as the total
value of the item does not exceed 20gp.
Artifacts of Chronomancy
14
Artificers Infusions Chronomancy Feats
Telescopic Weapon Recollection
Prerequisites: A simple or martial weapon Prerequisites: The ability to prepare at

least three spells


This magic weapon gains +5 feet to your reach when you

attack with it, as well as when determining your reach for You have studied how to, if haphazardly, prepare spells on
Opportunity Attacks with it.

the fly. You gain the following benefits:

As an action, you can forget three prepared spells and


The bonus increases to +10 feet when you reach 10th level prepare a new one you have in your spellbook/spell list.
in this class.
Alchemical Fabrication
Integrated Pendulum Prerequisite: The ability to cast at least
Prerequisites: 6th level, Any armour one spell.

You can use Fabricate without the need for materials; you
This magic armour has an integrated double pendulum instead replace the needed resources with double their
built into its frame; whenever you take the dodge action value in items such as gold, gems or valuable trade goods.
while wearing this armour, any time you succeed in a You can also cast fabricate innately once per long rest.
dexterity saving throw that would let you take half damage,
you instead take none. Equivalent Mending
Arcane Battery Prerequisite: The ability to cast at least
one spell.
Prerequisites: 6th level, Any Spell Focus You have mastered how to repair objects magically. You
(requires attunement) gain the following benefits:

If you use this focus when preparing a spell as an action Increase your Intelligence or Wisdom score by 1, to a
and you don't release the spell within one round, you can maximum of 20.
regain the spell slot you used instead of wasting it. You learn the Mending cantrip; when you cast mending,

you can, instead of a single break or tear in an object,


When you regain a spell slot in this way, the next spell you mend any part of a broken object as long as it is no
cast must be the same one you saved, or the spell slot is larger than one cubic foot and at least 80% of the object
wasted. is present. When you repair an object like this, its value
is reduced equally to the missing parts but will always
Replicate Magic Item remain functional.

(e.g. repairing a small, broken bronze mechanism will fix it


Using this infusion, you replicate a particular magic item. in its entirety and regain all of its functionality, but it may
You can learn this infusion multiple times; each time you change from bronze to a lesser metal like tin.)
do so, choose a magic item that you can make with it,
picking from the Replicable Items tables below. A table's Impromptu Translocation
title tells you the level you must be in the class to choose an
item from the table.

Prerequisite: The ability to cast at least

one Chronomancy spell.


In the tables, an item's entry tells you whether the item

requires attunement. See the item's description in Quabis's Your study of space-time and its manipulation borne fruit.
Guide to Chronomancy for more information about it, You gain the following benefit.

including the type of object required for its making.

You can now use your entire movement action to teleport a


This table only shows items added to the artificer's short distance rather than walking. Choose a location you
infusions in regards to this supplement. can see within 30 feet that has an unobstructed path.

Replicable Items (6th-Level Artificer) Roll a d10 to determine the translocations instability, which
Magic Item Attunement takes place directly after the translocation; a 2 will
Clockwork Armor Yes translocate you 5 feet more to the north-west while a 10
will translocate you 5 feet to the south-east etc. On a 1, you
Replicable Items (10th-Level Artificer)
instead take 1d8 force damage and are translocated back
to your starting position.

Magic Item Attunement

Impossible Object No Forced movement from the translocation instability will


incur attacks of opportunity.
Replicable Items (14th-Level Artificer)
Magic Item Attunement
Quabis's Portable Factotum No
Artificers Infusions and Feats
15

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