Chronomancer
By David Marks
                                        Cover art by Dave Zajac (https://www.dmsguild.com/product/192336/Cover-Pack-IV)
Not for resale. Permission granted to print or photocopy this document for personal use only .     Chronomancer     1
                                                Chronomancer
           Level      Prof.       Features                                                                      Time      Chrono
                      Bonus                                                                                     Echoes    Dice
           1          +2          Keeper of Time, Experience First-Hand                                         -         -
           2          +2          Ancient Languages, Echoes of Time                                             2         1d4
           3          +2          Great Clock, Paradox’s Blade                                                  3         1d4
           4          +2          Ability Score Increase                                                        4         1d4
           5          +3          Quantum Entanglement                                                          5         1d4
           6          +3          Great Clock Feature                                                           6         1d4
           7          +3          Chronoshelter                                                                 7         1d6
           8          +3          Ability score increase                                                        8         1d6
           9          +4          Rapid Effects                                                                 9         1d6
           10         +4          Improved Paradox’s Blade                                                      10        1d6
           11         +4          Great clock feature                                                           11        1d6
           12         +4          Ability score increase                                                        12        1d8
           13         +5          Timeless Experience                                                           13        1d8
           14         +5          Reflection                                                                    14        1d8
           15         +5          Greater Recall                                                                15        1d8
           16         +5          Ability score improvement                                                     16        1d8
           17         +6          Great clock feature                                                           17        1d10
           18         +6          Out of Time                                                                   18        1d10
           19         +6          Ability score increase                                                        19        1d10
           20         +6          Sands of time                                                                 20        1d10
   Chronomancy is manipulating the forces of flowing time, and altering them to suit your gain. It is a quite dangerous
 tradition, as the practice of slowing, reversing, or diverting the flow of time can accidently tear novices to pieces, spreading
them thinly across the timelines, or sometimes even drop them into an entirely different era, with no way of returning home.
          Experienced Masters, however, walk the generations as legends and folklore lost in the tales of millennia.
Hit Points                                                                        The Great Clocks
Hit Dice: 1d8 per Chronomancer level                                              How a Chronomancer chooses to make sense of time can
Hit Points at 1st Level: 8 + your Constitution modifier                           vary widely. Known as the Great Clocks, the three
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution                       prevalent schools of thought which Chronomancers
modifier per Chronomancer level after 1st                                         commonly subscribe to are detailed at the end of the class
Proficiency                                                                       description.
Armor: Light, Medium                                                             At 1st level you choose one of the theories which you
Weapons: Simple weapons, Firearms                                                 subscribe to. Your Great Clock selection grants you
Tools: Gaming sets, Tinkers Tools                                                 features at 1st, 3rd, 6th, 11th, and 17th level.
Saving Throws: Intelligence, Constitution                                         Keeper of Time
Skills: Choose three from Arcana, History, Insight,                               “One cannot become the master of time until one masters
Investigation, Perception, Persuasion, Religion                                   the telling of time.” Beginning at 1st level you always know
Equipment                                                                         what time it is, even underground.
      A Primitive Firearm or a Simple Weapon                                     Experience First-Hand
      Quarter staff and leather armor
                                                                                  You have experienced much of history firsthand. At 1st
      Gaming set or tinkerers tools                                              level you gain proficiency in History. If you already have it,
      A clock, hourglass, or chronometer                                         you gain double proficiency when making checks.
      An ancient tome and explorer's pack
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Ancient Tongues                                                                   Ability Score Increase
At second level you gain proficiency in 2 exotic languages.                       When you reach 4th level, and again at 8th, 12th, 16th,
You gain 2 additional languages at 7th and 14th level.                            and 19th level, you can increase one ability score of your
Echoes of Time                                                                    choice by 2, or you can increase two ability scores of your
Starting at 2nd level, Chronomancers are capable of                               choice by 1. As normal, you can’t increase an ability score
harvesting time itself to fuel and empower their abilities,                       above 20 using this feature.
using a time piece to focus and channel their abilities. Your                     Using the optional feats rule, you can forgo taking this
access to this energy is represented by a number of Time                          feature to take a feat of your choice instead.
Echoes. Your Chronomancer level determines the number
of points you have, as shown in the Time Echoes column of                         Quantum Entanglement
the Chronomancer table.                                                           By taking advantage of your alternate selves, you can
You can spend these points to fuel various Time features.                         reach into other realities to wield exactly the right tool at
You start knowing three such features: Delay, Restraint,                          exactly the right time. Beginning at 5th level you entangle a
and Recall. You learn more Time features as you gain                              weapon or tool within your alternate timelines equal to
levels in this class.                                                             your Intelligence Modifier. As a bonus action on your turn
When you spend a Time Echo, it is unavailable until you                           you can expend an Echo to summon an entangled item
finish a short or long rest, at the end of which you draw all                     even if it is no longer in your possession or has been
of your expended Echo back into yourself. You must spend                          destroyed (barring divine or supreme destruction).
at least 30 minutes of the rest meditating to regain your
Echoes.                                                                           Time Shelter
Some of your Time features require your target to make a                          At 7th level you become numb to the effects of time, you
saving throw to resist the feature’s effects. The saving                          do not age nor can you be aged magically.
throw DC is calculated as follows:                                                Additionally, rests, long and short, only take half the time.
Time save DC = 8 + your proficiency bonus + your                                  You may expend 2 Echo to extend this feature to up to 3
Intelligence modifier                                                             other people, which are consumed after the rest.
Delay - By expending a time Echo as a bonus action you                            At Level 15, during a short rest, you may expend 5 Echoes
slow time around you granting you additional precision                            to gain the benefits of a long rest for you and up to 5 other
with your strikes. Roll a Chrono die and add the result to                        people.
your attack and damage rolls.                                                     You do not regain Time Echoes using this feature and
Restraint – Using a bonus action to expend 2 Echoes, you                          cannot use it again until after your next long rest
infuse your weapon with the essence of time, roll a Chrono
die, the next creature you hit within 1 minute must make a
Wisdom Saving throw or become paralyzed for 1 turn, and
                                                                                  Rapid Effects
have their movement speed halved for a number of turns                            Starting at 9th level the continuity of time alters effects
equal to what was rolled on the Chrono die.                                       within you all condition durations are Halved (minimum 1
Recall - By expending a time Echo as a reaction, you see                          turn)
actions unfold before you before reversing time in an
attempt to prevent it. Your Dex Modifier is doubled when                          Improved Paradox’s Blade
calculating AC and Dex saves until the start of your next                         Beginning at 10th level, your paradox’s blade feature now
turn.                                                                             adds your Chrono die in force damage on each attack.
Paradox’s Blade                                                                   Timeless Experience
Beginning at   3rd
                 level, you weave broken time around the                          At 13th level, you have been around a long time and tried
edge of your weapon. Choose up to 2 weapons during a                              your hand at many things, you may add half proficiency to
long rest to imbue this power. While using these chosen                           all skills, and gain expertise in 2 skills you already have
weapons you may use your Intelligence modifier in place                           proficiency in.
of strength or dex.
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Reflection
Starting at 14th level, you can manipulate the flow of time                       The Great Clocks
to gain a deep understanding of the history of an area.                           Chronogunner
After 10 minutes of meditation, you can see all the events                        Lawmakers of time, they travel the worlds keeping order
that have transpired in the last 24 hours. You must take a                        to the time lines.
long rest before this feature may be used again.
                                                                                  Time Locked Rounds
Greater Recall                                                                    By creating a rift in time inside your weapon, you are able
Beginning at 15th level, you can recall any place you’ve                          to fire ammunition that you have already spent. Beginning
been in the last 48 hours, and by expending 4 Echoes you                          at 1st level when you choose this option, your ranged
can warp you and up to 3 additional creatures back there.                         weapons no longer consume ammo when fired.
Out of Time                                                                       Time Attack
At 18th level you are a master of time, by expending 8                            Your attacks in battle flow like time its self. Beginning at
Echoes you can cast the Stop Time spell without needing                           3rd level you may spend a time Echo to make another
material components. You must take along rest before                              attach as a bonus action. At 11th level, you can spend 2
using this ability again                                                          Echoes for 2 attacks and can expend 3 Echoes at 17th level
Sands of Time                                                                     Timeless Persistence
Upon reaching 20th level, when you role initiative if you do                      Beginning at 6th level, your life as a guardian of the
not have any time Echoes you regain 4.                                            timelines has hardened you, there is naught to be seen
                                                                                  you have not seen before. Your willpower is indomitable
                                                                                  and you have advantage on all wisdom saving throws.
                                                                                  Negative Space
                                                                                  Starting at 11th level, your power over time will negate
                                                                                  effects around you. By expending 2 shards you can negate
                                                                                  and end all temporal or magical effects of 3rd level or
                                                                                  lower, in a 15 foot radius. You may extend the radius by 5
                                                                                  feet for each additional charge
                                                                                  Chronoroulette
                                                                                  Starting at 17th level, you can spend 3 Echoes to trigger a
                                                                                  high risk game of roulette, emptying your firearm you
                                                                                  make an attack role for every round. If all attacks hit, the
                                                                                  attack deals max damage, but if a single attack misses the
                                                                                  attacks that hit deal minimum damage.
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                                                                                  Desynchronized Movement
Clock of Accelerated Time                                                         Starting at 11th level, you can expend an Echo to stop time
Temporal Dilation                                                                 as you move, while you move you do not provoke attacks
Beginning at 1st level, you can expand personal time to                           of opportunity, water can be treated as solid, and no
move in ways that seem physically impossible to others.                           others are aware of this movement, to the view this
Base speed increases by 10 ft., then 15 at 6th, 20 at 11th,                       movement as teleportation
and 25 at 17th.
                                                                                  Gravity Well
Overclocking                                                                      At 17th level, you are able to accelerate the time around
By stretching the fabric of time, you can enter a state of                        one of your duplicates to the point of utter collapse. If
subjective time called the Over-Clock, allowing you to                            your overclocking has been active for one round, you may
move and react faster than those around you.                                      choose to end it and make a gravitational well.
3rd level: You may spend an Echo to overclock as a bonus                          Chose one of the duplicates, which will destabilize and
action. The world around you slows down giving you                                create the well in its space. The well pulls everything
advantage on attack rolls and enemies disadvantage on                             within 15ft. directly towards it, any creature that starts its
attack rolls against you. You may Dash as a bonus not                             turn or enters its radius for the first time must succeed on
hindered by difficult terrain while doing so.                                     a Dexterity saving throw. On failure the take 1d10 damage
                                                                                  and move 5ft towards the well. Any creature that starts its
Your surge lasts 1 minute. It ends early if you don't move                        turn in the space at the well takes 10d10. The well lasts for
or if you take damage. You can end it early as a free action.                     1 minute or until you lose concentration as if
You may use this ability a number of times equal to your                          concentrating on a spell.
proficiency, then you must take a long rest.
Quantum Duplicate
At 6th level while coursing the time line around you
becomes unstable, creating a duplicate, which shares hit
points and time Echoes with you. After the over-clock ends
one fades, and the remaining has the memories of both.
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Clock of Backwards Time
Time Record
Beginning at 1st level, you can record time bits of time in
your memory, which you can show to any willing
creature by touch. You can record a number of hours
equal to your Chronomancer level.
Time Warp
 Beginning at 3rd Level, you may expend 1 Echo to distort
time around you and have all initiative be rerolled at any
point during a fight.
Time Recovery
Beginning at 6th level, you can expend 2 Echoes to
create an area that is continuously reversing in time,
anything in the will recover and revert into its original
state. All friendly creatures inside the 30-ft radius of this
wounds will close as if they did not occur. However this
power is only temporary, after 1 minute time will return
to normal and all wounds and damage suffered during
this time will return.
This means while the damage is still calculated but
falling below 0 will not cause a creature to fall
unconscious. Death saves will be recorded as normal.
Once the recovery ends any creature still below 0 hit
points will die.
You must concentrate on this effect as if concentrating
on a spell and may only use this ability twice between
short rests.
Time Out
Beginning at 11th level, Once per Long rest, after the
first minute of your time recovery, you can expend an
additional 2 Echoes to stop time from progressing, and
thus stop damage from being calculated, but the time
recovery immediately ends.
Reverse Time
At 17th level, you can expend 2 Echoes to reverse time
for a single target, you can either choose to heal the
target by reversing time and close the wounds, or harm
the target by making the target relieve the wounds.
Depending on what you choose the target will either
recover all damage dealt in the last round or receive
damage equal to the damage dealt.
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