Chronomancer by Clockwork Dragon
Chronomancer by Clockwork Dragon
Temporal Manipulation
Class Features Chronomancers are capable of harvesting time itself to
As a chronomancer, you gain the following class
features. fuel and empower their abilities, using a timepiece to
focus and channel their abilities
Hit Points
Hit Dice: 1d8 per level Shards of Time:
Hit points at 1st Level: 8 + you Constitution modifier At 1st level you gain access to a pool of time energy in
Hit points at higher Levels: 1d8 (or 5) + your the form of Shards of Time, which you can spend to
Constitution modifier each level after 1st Manipulate time in various ways. You have a number of
Time Shards as shown in the Time Shards column of
Proficiencies the Chronomancer table. You regain all expended Time
Armor: Light armor, Sheilds Shards after completing a long rest.
Weapons: Daggers, Spears, Quarterstaves, Shortswords
and Firearms (DMG pg 268) Manipulations
Tools: Gaming Sets, Tinker’s Tools At first level, You know three manipulations. You learn
Saving Throws: Intelligence, Wisdom additional manipulations at level 3, and again at 5th,
Skills: Choose two from Arcana, History, Insight, 9th, 13th, and 18th level. Manipulations can be found
Investigation, Perception, Persuasion, and Religion on the time manipulations list at the end of the class
description
Equipment
You start with the following equipment, in addition to If a Manipulation requires you to roll a dice to determine
the equipment granted by your background: its effect, you use the Chrono-dice value listed on the
Chronomancer Table. If a manipulation requires the
• Two shortswords or a shortsword and shield target to make a saving throw The DC of this saving
• A quarterstaff and leather armor throw is equal to 8 + your proficiency modifier + your
• Your choice of a gaming set or tinker’s tools intelligence modifier
• A clock, hourglass, or chronometer
• An ancient tome and an explorere’s pack The Great Clocks
How a chronomancer chooses to make sense of time
can vary widely. Known as The Great Clocks, the three
prevalent schools of thought which chronomancers
commonly subscribe to are detailed at the end of the
class description, before the time manipulations list
Ageless Linguistics
Travelling through time has given you the chance to
learn some of the oldest languages in existence. at 2nd
level, You gain proficiency in 2 exotic languages. You
gain 2 additional exotic languages at 7th level, 14th level
Chronoshelter
Beginning at 10th level, you can compress and expand
time to offer your allies rest in the midst of battle. You
may spend a shard to allow yourself and your allies to
complete a short rest in only a minute, so long as they
are within 50 ft of you
At 3rd level you may spend a shard to activate your Gravity Well
chrono-surge as a bonus action. While surging, the At 17th level, you are able to compress vast amounts
world around you slows down, allowing you to make of time at a single point in space, creating a well of
more effective use of your combat skills; you gain the gravitational force. If your chrono-surge has been active
following benefits: for at least 1 full round, you may choose to end it early
to create a Gravitational Well.
• You have advantage on attack rolls against enemies Choose one point within 30ft that you can see. All
• Enemies have disadvantage on attack rolls against creatures within 15ft of this point must succeed on a
you. dexterity saving throw equal to 8 + your intelligence
modifier + your proficiency bonus. On a failure they
Your surge lasts for 1 minute. It ends early if take take 1d10 dmg and are pulled 5ft towards the well. Any
damage or if your turn ends and you haven’t moved or creature that enters or starts it’s turn in the same space
hit with a weapon attack since your last turn. You can as the well takes 10d10 dmg.
also end your surge on your turn as a bonus action.
Once you have surged a number of times equal to your The Gravity well lasts for a number of turns equal to
proficiency bonus, you must complete a long rest before how many rounds your surge has been active.
activating this ability again
Clock of Infinite Hours Alternative Self
With every choice and action taken, there are a plethora At 3rd level, Your connection to alternate timelines
of alternative realities where other choices might have allows you to access the skills of every version of
been made, and other actions may have been taken. yourself across infinite time. You gain proficiency in two
Those who keep the Clock of Infinite Hours understand weapons and one skill of your choice. Whenever you
time as the branching tree of all possible actions and complete a long rest, you may exchange one of these
realities. By reaching into these alternative timelines, proficiencies for another proficiency of your choice
they are able to alter their own as they see fit.
Synchronous Entanglement
Visions of Infinity By taking advantage of your alternate selves, you can
You can see every possible course of events, and adjust reach into other realities to wield exactly the right tool at
your actions to create the most favourable outcome. exactly the right time.
Beginning at 1st level when you choose this option,
you are capable of peering across multiple realities to Beginning at 6th level, You may spend a short rest
determine the best course of action. to entangle a weapon or tool within your alternate
timelines. You may entangle a number of items equal to
Whenever a situation allows you to attempt a task using your intelligence modifier + your proficiency modifier.
multiple skills, you may attempt the check with all of
them, and use the highest result. As a bonus action on your turn, you may spend a Time
Shard to summon an entangled item to your hand,
even if you are no longer in possession of that item. If
an entangled item is sold or traded, the money or item
received in return disappears the next time you summon
that item.
Reality Shift
Beginning at 11th level, you are capable of summoning
isolated sections of alternate timelines into your own.
As an action on your turn, you may create a sphere of
alternate reality with a diameter of 10ft, Centered on a
point within 30 ft that you can see. This zone lasts for 1
minute, or until you lose concentration. Effects caused
by the zone are contained to the zone, and creatures
or objects that originate from the zone do not leave the
zone unless forced to do so.
Temporal Multiplicity
At 17th level, you are no longer limited by the
constraints of a single time line, and can choose
multiple courses of action at once.
Once per long rest, you may spend time shards to create
a number of additional timelines equal to one-half the
number of Time Shards spent, up to a maximum of
three. All timelines originate in your current space
and move on your turn. They can each move and take
actions separately, and start with your current hit points.
Any resources such as Time Shards or spell slots are
shared between all timelines.
Contradiction paradox
When you reach 6th level, you are able to sustain
apparent paradoxes within time. When you hit with
an attack using your Retro-Causality feature, you may
spend an additional Time Shard to force the target to
re-roll an attack or action that has already occurred.
Delay Effect (3rd level
As a reaction when you or an ally casts a spell or uses
a spell-like ability, you may spend 2 Time Shards to
delay the effect of the spell up to a minute. If the effect
targeted a creature or object, the effect occurs on the
object regardless of any change in distance. if the effect
targeted a location or point in space, it occurs in that
location, despite the movement of the caster or other
creatures.
Bullet Time (1st lvl) • You set the duration of an effect that can be
As a reaction when you are targeted by an attack, you maintained with a bonus action duration to a number
may choose to spend a shard to roll your chrono-dice of rounds equal to the number of Time Shards spent.
and add the result to your AC. • You double the duration of any effect with a duration
of 1 minute or longer, up to a maximum 24 hours.
• You cause the a ranged projectile attack to re-occur
Chrono-Step (5th lvl) every round for an number of rounds equal to the
By stretching and bending time, you seem to move number of Time Shards spent.
faster than physically possible. You may spend a Shard
to Dash as a Bonus action. While moving in this way; Effects maintained by this ability do not require
you do not provoke attacks of opportunity and can move concentration.
along the surface of liquids as if under the effect of the
water walk spell. Pause (1st lvl)
When you hit with an attack or spell, you may spend a
shard to force the target to make intelligence save. On a
Decelerate (1st lvl) failure, the target is stunned until the beginning of your
As an action on your turn, you may expend one Shard next turn .
to cast Slow. The Spell save DC equals 8 + your
proficiency bonus + your intelligence modifier
Read Timeline (5th level)
As you touch an object, your perception of time expands
Delay Damage (1st lvl) to show you it’s past, present, and future. As an action,
As a reaction to taking damage, you may spend a Shard you may spend 1 Time Shard to touch an object and
to roll a chrono-dice and delay the damage a number of view a single event in it’s current timeline. This event
rounds equal to the result may be in the object’s past or potential future.
Revert Wounds (5th lvl) Temporal Anomaly (5th)
As an action you can spend one Shard to reverse the You are capable of stretching time in battle to allow your
flow of time on one creature within 20 ft that you can allies more time to act. Once per round, as a reaction,
see. The target regains a number of hit points equal to you may spend a Shard to allow a creature to take an
your chrono-Dice + your intelligence modifier. action instead of a bonus action.
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