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Impose Continuity

Arcane Traditions Starting at 10th level, when you cast a spell with a duration of
The study of wizardry is ancient, stretching back to the 1 minute or longer, you can lock its presence in time. If you
earliest mortal discoveries of magic. It is firmly established in would lose concentration on that spell, you can use your
the worlds of D&D, with various traditions dedicated to its reaction to maintain it. Affected creatures may repeat their
complex study. saving throws against the spell at that time. In addition, you
can double its duration to a maximum duration of 24 hours.
School of Chronomancy Once you use this feature, you can’t use it again until you
finish a long rest.
As a member of the school of Chronomancy, you seek to
control the fate of the universe at its most fundamental level. Causal Paradox
While many novice chronomancers falter before the mind- At 14th level, you discover the means to transmit spells
bending implications of their work, masters of the craft are backwards in time. Your future self can now use you as a
decisive in their manipulation of space and time. Of all the temporal anchor, a remote location in space and time around
schools of magic, members of this school are the most likely which their spells can manifest.
to meddle with forces beyond their control, potentially leading Spells from the Future. At any time, you may have a spell
to catastrophe in the past, present, and future. spontaneously arrive from the future, with no discernable
source. This can even occur during other creatures turns, as
Temporal Savant though an unseen caster had readied the spell for that
Beginning when you select this school at 2nd level, the time precise moment. Choose a spell of 1st to 5th level and a
you must spend to copy a spell into your spellbook is halved. casting time of one action or bonus action from the wizard
spell list. The effects of the spell occur with no action or
Chronostutter component cost required, although you count as the caster of
At 2nd level, you can delay your spells for a short period. the spell for purposes of range, concentration, and ability
When you cast a spell, you may delay its effect until an scores. The spell can use any spell slot of 1st to 5th level.
initiative count of your choice (losing all initiative ties), or up The Unspoken Promise. By universal decree, every effect
to 6 seconds when out of combat. The spell resolves as if you must have a cause. When a spell arrives from the future, you
are still standing in the space where you cast the spell. accrue causal debt, a promise that at some point, the spell
will be repaid. While in debt for a spell, you cannot have
Timeline Convergence further spells arrive.
At 6th level, you can pull knowledge from versions of yourself Spells for the Past. During a short or long rest, you can
in alternate realities, where you took a different path in life. perform an hour-long ritual to send the chosen spell into the
You gain proficiency with a tool, skill, weapon, or armor piece past, thus paying off your causal debt. At the end of the ritual
of your choice, or learn a cantrip from any spell list. During a you cast the spell as normal, consuming material components
long rest, you can exchange the chosen proficiency or cantrip and a spell slot of the correct level. The effects of the spell
with another one. don't occur at the time of casting.
If you don't have the ability to cast the spell, you have to
prepare, learn, or aquire the spell before you can perform this
ritual.
Credit:
Homebrew by /u/belithioben
Art by Alex Stone Art

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