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Chronomancer by Clockwork Dragon

D&D 5e Chronomancer options

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100% found this document useful (2 votes)
874 views11 pages

Chronomancer by Clockwork Dragon

D&D 5e Chronomancer options

Uploaded by

Pablo Alpízar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Creating a Chronomancer

As you build your chronomancer, think about how you


first came to understand the ebb and flow of time. Did
some arcane mishap send you hurtling for eons through
the corridors of timespace? Or did some great cataclysm
Chronomancer launch you backwards, then forwards in time, only to
discover you had been burdened with terrible power?
A diminutive dwarf steps out from the gates of a Chronomancers are rarely created through careful study,
clockwork city, and steps forward into the past. A half- but perhaps one final epiphany unlocked the mysteries
elf thrust through time finds herself in unfamiliar but of temporal manipulation within your mind?
strangely prophetic lands. An ancient old man, wrinkled
and spotted with time suddenly turns back the clock to It can also be helpful to consider the mechanisms that
reveal the face of a puckish young sprite. To most beings, have brought you into path of adventuring. Where, or
time is a strait forwards path from past to present, but perhaps more importantly, when, have you come from,
to a chronomancer, the very hours of the clock are but and what do you plan to do now that you are here.
tools to be wielded by skilled and intuitive hands. With all of time and space at your disposal, why have
you chosen to involve yourself now? Are you trying to
Relevance of Time fix mistakes made by your ancestors? Or desperately
fighting to stop events that cannot be allowed to pass?
Chronomancers are rare and unique beings. Either Maybe you arrived by accident and are simply trying
gifted or cursed with an innate and indescribable to return to a home that ceased to exist 200 years
knowledge of time, they watch from a perspective ago. Perhaps you are perilously attempting to right the
outside the ticking clock of chronological time. Using wrongs of your own doing, and repair the damage you
their powers to alter moments or craft intricately woven caused before time itself begins to fall apart.
timelines, a chronomancer can change the course of
battle or erase entire series of events from existence.
Chronomancy is a frightening and dangerous power,
and not to be wielded lightly. Those who do not truly
understand their power can find themselves lost forever
in the clockwork mechanization of infinite time - or
worse, locked forever in a single moment, doomed to
repeat there actions for all eternity. Time is a fragile
thing, and the misuse of it’s power has the potential to
whip out all of existence.

....or perhaps it already has.


Chronomancer
Proficiency Manipulations Time Chrono
Level Bonus Features Known Shards Dice
1st +2 Temporal Manipulation, Great Clock, Keeper of Time 2 2 + Int d4
2nd +2 Ageless Liguistics, Primary Source 3 3 + Int d4
3rd +2 Great Clock Feature 4 3 + Int d4
4th +2 Ability Score Increase 4 4 + Int d4
5th +3 Time manipulation Feature 5 5 + Int d6
6th +3 Great Clock Feature 5 6 + Int d6
7th +3 Ageless Linguistics 5 6 + Int d6
8th +3 Ability Score Increase 5 7 + Int d6
9th +4 Time manipulation Feature 7 8 + Int d8
10th +4 Chronoshelter 7 9 + Int d8
11th +4 Great Clock Feature 7 9 + Int d8
12th +4 Ability Score Increase 7 10 + Int d8
13th +5 Time manipulation Feature 7 11 + Int d10
14th +5 Ageless Linguistics 11 12 + Int d10
15th +5 ChronoShelter 11 12 + Int d10
16th +5 Ability Score Increase 11 13 + Int d10
17th +6 Great Clock Feature 11 14 + Int d12
18th +6 Time manipulation Feature 11 15 + Int d12
19th +6 Ability Score Increase 15 15 + Int d12
20th +6 Sands of Time 15 16 + Int d12

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

At 1st level, you choose one of these theories which you


subscribe to. Your Great Clock selection grants you
features when you choose it at 1st level, and again at
3rd, 6th, 11th, and 17th level.
Keeper of Time Sands of Time
“One cannot become the master of time until one first Upon reaching 20th level, you can manipulate the very
masters the telling of time.” - Unknown. Beginning sands of time to undo a specific timeline. You expend 5
at lvl 1, You always know what time it is, even while Time Shards to reverse time by up to 24 hours.
underground.
All experience and items gained within that time are
lost. All resources that were used within the time frame
Primary source become unused. You may choose up to 6 targets to
You have experienced much of history first hand; At 2nd retain their memories of the original timeline; all others
level, you gain proficiency in History. If you already have are completely unaware of the change. You can only use
proficiency in this skill, you may double your proficiency this feature once every 7 long rests (a week), or (at DM’s
bonus when making history checks discretion) risk destabilizing the very fabric of time.

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

Ability Score Increase


When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature. You can choose
to gain a feat as per the Player’s Handbook instead of
improving ability scores.

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 15th level, you can expand time even further. When


you take a short rest through normal means, you can
spend 3 Time Shards to allow your party to gain the
benefits of a long rest instead. If you do so, you must
complete a long rest through normal means before you
can make use of this feature again

You do not regain the use of your expended Time


Shards when you complete a rest using this feature.
The Great Clocks
Not all chronomancers comprehend time in the same
way, and the way in which a chronomancer chooses
to view time can have a drastic impact on how their
abilities develop. At first Level you choose one of three
theories of time, called you Great Clock Fold-Space
The shortest distance between two points is no
distance at all. Beginning at 6th level, you can fold
Clock of Relativity the fabric of timespace to instantaneously move from
Keepers of the Clock of Relativity Understand that time one location to another. You gain access to the Trans-
is a subjective experience. Every creature has their own Temporal Locomotion manipulation and may use this
relative timeline, and by stretching and folding the fabric manipulation as a bonus action while surging. When
of their own time, Chronomancrs of relativity are able to you do so, you may only transport yourself.
change the very fabric of reality around them.
Beginning at 11th level, you no longer require line
of sight to use this manipulation when moving to a
Temporal Dilation location you have seen before. At 17th level, when you
When you choose this option at 1st level, you are able use this manipulation as an action, you may spend an
to expand your personal time to move in ways that additional shard to increase it’s range up to a mile.
seem physically impossible to others. Your base speed
increases by 10ft. This changes to 15ft at 6th lvl, 20ft at
11th, and 25ft at 17th. Quantum Barrage
Once 11th level is obtained, you can alter the flow of
time around you to unleash a barrage of attacks all at
Chrono-Surge once. While you are surging, you may choose to spend
By stretching the fabric of time around yourself, you are up to 6 Time Shards to make a number of extra attacks
able to enter a state of subjective time called Chrono- equal to the number of Time Shards spent. You must
Surge, allowing you to move and react faster than those complete a short rest before using this ability again
around 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.

When you create this zone, you spend a Time Shard to


roll on the Alternate Reality Table to determine it’s effect.
You may choose to spend additional Time Shards equal
to your intelligence modifier to roll additional times and
choose any of the results.

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.

Each timeline last for 1 minute. a timeline ends early if it


takes damage from a single source equal to 1/4 of it’s hit
points, or if it is restrained or immobilized. When a ends,
any damage or conditions it suffered are applied to the
remaining timelines.
Alternate Reality Table
Dice
Value Effect
1 The world within the zone is too strange and alien to comprehend. All creatures with line of sight to the zone
are affected by the Weird spell.
2 The zone is filled with an overwhelming sense of dread, as deadly traps suddenly materialize. 1-3 traps appear
in the zone, as defined by the DM
3 A 1 foot thick wall made of an unknown metal appears. Any creature that would have been within the wall is
pushed to the one side of it.
4 The Zone is filled with rich treasure fit for a king. All creatures with line of sight to the zone must succed on a
dc 15 intelligence save or move their speed towards the zone. Beware of Mimics
5 The floor underfoot is replaced with quicksand. The zone is considered difficult terrain, and creatures who
enter or start their turn in the zone must succeed on a dc 18 str save or be restrained
6 Strange machines appear within the zone, filling the air with cacophonous noise. Touching these machines
causes 1d10 lightning damage.
7 The area is filled with impenetrable shadow, darker than even the blackest of nights. Creatures within the
zone are considered blinded and deafened. Creatures outside the zone cannot see or hear inside it.
8 You open a tear into a world devoid of magic and wonder. The area within the zone appears in grayscale, and
is affected as if you had cast Antimagic Feild.
9 A pleasant pasture of green grass appears, containing 1-3 very confused farm animals. The zone is filled with
bright sunlight and the smell of fresh flowers.
10 Thick carnivorous foliage suddenly appears within the zone. Movement through the zone costs 4ft for ever ft
of movement, and creatures who enter or start their turn in the zone take 2d6 damage
11 The zone becomes a strange fantasy land characterized by Incessant music and dancing inanimate objects.
All damage done in this zone is considered nonlethal, and dying creatures are automatically stabilized.
12 The zone becomes a contained sphere of deep ocean. It is possible to swim through this sphere and remove
water from it, but water does not flow out.
13 A violent blizzard engulfs the area. The zone becomes difficult terrain, and is heavily obscured by snowfall.
Creatures who enter or start their turn within the zone take 2d6 cold damage
14 The Zone becomes an underground cavern full of glowing moss and strange crystal formations. This area is
filled with dim light and stalactites hang from above.
15 Strange projectiles whiz through the air within the zone. Creatures in the zone must succeed on a dc 15
Dexterity save or take 6d6 piercing damage.
16 The zone becomes a densely populated city street. The area is considered difficult terrain. The denizens of
the city street only exist within the zone. If they are forced to leave the zone, they disappear
17 The world within the zone operates on a different set of natural laws. Gravity is reversed within the zone as if
you had cast Reverse Gravity, and Metal objects produce bright light
18 The zone becomes an barren and apocalyptic wasteland, teemign with dangerous beasts. 1-3 hostile
creatures decided by the dm appear within it.
19 The ground within the zone is replaced by molten lava. 2-3 Large chunks of volcanic rock float
upon the lava at the DM’s discretion.
20 Noxious fumes fill the zone with a thick haze, as if you had cast CloudKill. The cloud
remains stationary and only exists within the zone.
Clock of Backwards Time Butterfly Effect
Time does not flow in only one direction, and a Keeper You are capable of making subtle alterations to the past
of Backwards Time understands this better than anyone. in order to create drastic effects in the present. At 11th
To such chronomancers, cause and effect are not locked level, When you use your Retro-Causality feature, you
in place; allowing them to pervert the flow of time to may spend an additional Time Shard to roll a number of
create paradoxes within reality. Chrono-Dice equal to the number of rounds your attack
was sent back in time, and deal the result as damage to
the target.
Timelocked Rounds
By creating a time rift inside your weapons, you are able
to fire ammunition that you have already spent. Causality paradox
Beginning at 1st level when you choose this option, At 17th level You are capable of sustaining self fulfilling
Your ranged weapons no longer consume ammunition paradoxes, allowing you to completely traverse small
when fired, and thrown weapons reappear in your hand periods of time. When you use your Retro-Causility
at the end of each round. feature, you may instead choose to send your future self
back in time.

Retro-Causality When you do this, a temporal duplicate of yourself


By 3rd level, you can take actions “out of order” When appears at a point within 20 ft that you can see. This
you take the attack action on your turn, you may spend duplicate shares your in-game statistics and takes
a Time Shard to send that attack backwards in time. damage whenever you do. It can move and take actions
When you do this, you treat all targets as they were as normal and lasts until you and the duplicate occupy
6 seconds (one round) ago. This includes location, the same space.
conditions such as prone or flanked, and other effects
the target was under at that time. You expend one Time Shard for every minute the
Duplicate exists. If you and the duplicate cannot occupy
The maximum time you can send your attack back the same space and you have no Time-Shards left,
increases to 12 seconds (2 rounds) at 6th level, 24 The Duplicate disappears and you take 1d10 psychihc
seconds (4 rounds) at 11th level, and 1 minute (10 damage for every round it was active
rounds) at 17th level.

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.

Deja Veu (5th lvl)


As a reaction to an attack or non-attack action, you can
expend a Shard to rewind time to before the attack
Temporal Manipulations or action occurred, effectively nullifying any costs or
In order to learn a manipulation, you must meet it’s outcomes. You must be aware of the attack or action in
prerequisites (listed in parenthesis.) order to react this way and do not recover your reaction
as part of time rewinding.
Accelerate(3rd lvl) Only you and the creature that performed the attack
As an action on your turn, you may expend one Shard to
or action are aware of the original outcome. Unless
cast Haste
otherwise compelled, the creature can attack a new
target or choose to perform a new action.
Borrow Time (13th lvl)
You barrow a few moment’s from the timeline of your
target, giving your ally more time to act. As an action on
Future Sight (1st lvl)
You are capable of peering into the future to determine
your turn, you may spend 2 Time Shards to force one
the actions of your foe. You may spend a Time Shard
target to make an intelligence saving throw. The target
as a bonus action any time you make an attack or
may choose to fail this saving throw. On a failure, that
skill check opposed by another creature to roll a
target is immobilized and silenced until the start of your
chronomancer dice and add the result to your roll.
next turn, and you choose one ally within 20ft that you
can see. That ally gains an extra action on their next
Beginning at 5th level, you may choose to apply this
turn.
bonus to an ally’s roll instead of your own.

Bolt of Time (1st lvl) Loop Time (18th lvl)


Your attack glows with a temporal power as you strike.
By creating a temporal loop, you are able to extend the
As a bonus action when you hit with an attack or spell,
duration of an attack or spell. As an action on your turn,
you may spend a shard to roll your chrono-dice and deal
you may spend up to 5 Time Shards to cause one of the
additional damage equal to the result.
following effects:

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.

Beginning at 6th level, you may spend additional Time


Shards to target multiple creatures; you may target one Time Stop (18th lvl)
additional creature for each additional shard spent, up Your innate understanding of temporal reality allows you
to a maximum of 3. At 11th level, you can target up to 6 to temporarily remove yourself from the flow of time. As
creatures. an action on your turn, you may spend 5 Time Shards to
cast Time Stop as a chronomancer spell once between
long rests.
Stasis (9th lvl)
As an action, you may spend a shard to stop time in a
small, isolated area. You create a sphere 5ft in diameter Trans-temporal Locomotion
at a point within 20 ft that you can see. Within this (11th lvl)
zone, time ceases to move forward: projectiles passing You displace yourself in time, changing your current
through the zone stop in mid-air, liquids do not flow, and location. As an action on your turn, you may spend a
objects do not age. Creatures that enter or start their shard to teleport to another location within 20ft that
turn within the zone must succeed on an intelligence you can see. When you use this manipulation, you may
saving throw or become immobilized and silenced until spend additional Time Shards to transport up to 5
the start of their next turn. willing targets in addition to yourself. The number of
Time Shards required to perform the manipulation is
You may maintain the zone as a bonus action by equal to the number of creatures transported.
spending an additional shard each round as a free
action; otherwise it lasts until the end of your next turn.
You must have concentration to maintain the zone. Weight of Ages (9th lvl)
Once per encounter, when you hit with an attack against
a target, you can choose to spend 3 Time Shards to
Stop Projectile (5th lvl) attempt to age the target or their equipment. The target
As a reaction when you are targeted by a projectile makes a intelligence saving throw. On a failure, choose
attack, you can spend a shard to attempt to stop the one of the following effects
projectile in mid-air. Make a intelligence saving throw vs
the attack. On a success, the projectile is halted in mid- Target: the target ages 1d4 years, and gains one level of
air until the start of your next turn. exhaustion.
Armor: the target’s armor begins to rust or decay. The
Beginning at 6th lvl, you may spend an additional shard target takes a cumulative -1 penalty to AC for 1d4
to instead change the target of the attack. rounds. This penalty remains until the equipment is
repaired.
Temporal Displacement Weapons: the target’s weapon begins to rust or decay.
The weapon takes a cumulative -1 penalty to its
(18th lvl) damage for 1d4 rounds. This penalty remains until the
You use your power over time to Displace a creature equipment is repaired
from it’s own timeline into yours. As an action on your
turn, you May spend 5 Time shards to roll your chrono-
dice and Summon one beast or construct of CR rating
5 or less.

This creature remains for a number of rounds equal to


the result of your chrono-dice, and is considered an ally
to you and your allies. It acts on your turn, and follows
your verbal commands. If you Do not command the
creature on your turn, it instead attacks the nearest
enemy.

Temporal Repair (1st lvl)


You reverse the effects of time on an object to return it to
it’s former state. You may expend one time shard to cast
the Mending cantrip

Temporal Replay (5th lvl)


You skip time backwards by a fraction of a second,
causing your ally’s attack to strike twice. As a reaction
when an ally hits with an attack, you may spend one
Time Shard to cause the attack to deal it’s damage twice
Credits and Special thanks
A huge thank you to Zst0rm for his/her wonderful
Acknowledgments chronomancy class. This started as a few modifications
to make your class function well in my campaign setting,
Class By and turned into something completely new.
DM Clockwork Dragon (Sebastian McCoy)
https://dm-clockwork-dragon.tumblr.com/ Also to my Friends and Players for helping to me
https://ko-fi.com/U6U6GK7U balance and playtest (still an ongoing process)
https://www.patreon.com/DMClockWorkDragon
https://discord.gg/jr3gMsZ And especially to my Wife, who had to put up with me
for nigh-on a month while I obsessed over this
Images in order Template and Backgrounds By
God of Time - Shiyao Jiang Nathanaël Roux
https://www.patreon.com/barkalotdesigns
https://www.artstation.com/shiyaoj

Chronomancer concept art - Kekai Kotaki Fan Content Notice


The Alchemist Class is unofficial Fan Content permitted
http://www.kekaiart.com/ under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property
Magic Time - Dennis Schiller of Wizards of the Coast. ©Wizards of the Coast LLC.
https://www.artstation.com/dennisschiller

Chronomancer and Mesmer - ©ArenaNet


https://www.arena.net/

Unnamed Desktop Wallpeper - unknown Artist


https://www.desktop-background.com/wallpaper/planet-
computer-wallpapers-desktop-backgrounds-117457

.All Clocks and Flourishes are the beautiful concept


sketches of Eric Freitas, who actually makes these
functional clocks. - I am so sorry for butchering your
incredible designs.
Notes By the A
uthor
The Chronoman
cer is a very uniq
allows a Player C ue class in that it
haracter to chan
past events. I’ve ge the course of
worked hard to en
balances mechani sure that the clas
cally, but there ar s
unforeseen circum e always some Keep in mind wh
stances that com ile you DM, what
with time travel, e up when dealin puzzles and solutio sort of unique
and to some DM g ns might result fro
’s that’s scar y. about in the tim m mucking
e stream, and wh
Manipulating tim you can present at unique challeng
e can give PC’s a for players that ar es
alter the course of lot of power to flow of time. e able to alter th
their adventure, e
as opportunity fo but I see that
r creative roleplay
problem the DM , rather than a I have intentiona
has to solve. How lly left some thin
party react to tim does the rest of th effects of using th gs vague, such as
e shifting around e e chronomancer’s the
them? than once a week lvl 20 ability mor
. This is because e
What About wh open invitations I see these things
en the party inco . It gives the dm as
shifts into their pl rporates such tim players to attempt the freedom to al
an? Do they act m e- something that m low
knowing full well ore recklessly, over-powered, at ight be incredibly
they can just rese the risk of some
nobleman lets it t? When wealthy What does it mea great unknown.
slip publicly the n to Destabilize
affair with the qu he is having an happens if a Chr tim e itself? What
een, does the part onomancer is Fo
time 60 seconds y go back in become locked in olish enough to
and tr y to blackm their own tempo
information? Or ail him with the opportunities to ral stasis? These
do they find ways explore the uniq are
their own within to hide secrets of chronomancy. ue consequences of
their own alternat
e timelines?

y
t ivit
C rea cer
man oving
e o
abl r o n m
ict e Ch rd a ad
e d G nom ile aboa emies h
r u r h n
Unp s, o w e d
aign ature of th
e
nfus
e
y c amp ty class fe r. None s ver y co k back
f m ausali pty a
i a ac
ne o c dIw is att
In o his Retro o the em nds, an nding h it me! 2
t u e h
used firing in st few ro he was s Then it rain was
, l a e st . he t
train d in the m a
told to the p ow fast t at, he h at a
ad
v e h e
mo t when onds in h g t h re
s c d me owin to fi d
at fir y 1.23 se had aske tion. Kn e needed ot move still
ex a c t l , h e i re c ck h a d n w as
u n d s ago n what d w far ba et that h since he
ro d i ho arg er,
g, an ated it a t ount
goin ly calcul see to h tire enc in!
al n ra ility
actu he could ver the e of the t t h at ab ed
t
poin behind c the spee
o d how pris
to s i d ered was sur
from g due r con , so I
mov
in a d neve vehicle ive.
h n g at
to say, I a movi n so cre
les s oar d be e
Need work ab t he had
t a
migh rilled th
th
and

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