You are on page 1of 11

The Chronomancer

Manipulate time through the time


shards embedded in your body!
t takes quite a toll on your body, but you can wit-
ness the equivalent of 1000 lifetimes, I myself witnes-
sed the rise of the Warforged and the events of their
400 year war.

Thaddeus

What is a Chronomancer?
A Chronomancer is someone that manipulates time
in order to cast spells, alter reality, reverse fatal wounds,
and protect their body from the ravages of ageing.
Chronomancy takes immense focus and isnt a
natural form of magic and is only controlled by those
that have possession of a time shard.

On the topic of shards...


Time Shards are of course rare... Really rare. They're
only created when a time orb is shattered, and if that
happens when there are no other time orbs close in or-
der to stabilise the timeline, disaster is bound to unfold
around the shatter-point.

1
Class Features Spellcasting
As a Chronomancer you gain the following: As the time shards in your body touch the timeline
Hit Dice: 1d8 per chronomancer level, around you, youre able to start tapping into this en-
Hit Points at First Level: 8 plus your Constitu- ergy to cast Chronomancer spells. See chapter 10 of
tion Modiier the Players Handbook for the general rules of spell
Hit Points at Higher Levels: 1d8 (or 5)+ your casting, and you can see the speciic Chronomancer
constitution modiier per chronomancer level after spell lists at the end of this document.
irst
Cantrips
Proficiencies
At irst level you know two Chronomancer cantrips
Armor: Light from the Chronomancer spell list. You learn additio-
Weapons: Daggers, Quarterstaves, Light Cross- nal Chronomancer cantrips at higher levels.
bows, Maces
Tools: Forgery Kit Preparing and Casting Spells
Saving Throws: Wisdom, Intelligence
Skills: Choose two from: Arcana, History, Insight, The Chronomancer spell table shows how many spell
Investigation slots you have to cast your spells 1st level or higher.
To cast one of these spells you must expend a spell
slot of the spells level or higher. You regain all spell
Equipment
slots when you inish a long rest.
You start with the following equipment, in addition You Prepare the list of Chronomancer spells that
to the equipment granted by your background: are available for you to cast, choosing from the Chro-
nomancer spell list. When you do so choose a num-
(a) A shortsword and Light Crossbow (b) A Mace ber of spells equal to your Constitution Modiier +
and a quarterstaf your Chronomancer level (minimum of one spell).
Leather armor
Forgery kit Spellcasting Ability
10 pages of parchment, a quill, and some ink Constitution is your spell casting ability. You use
Dungeoneers pack your wisdom whenever a spell refers to your spell-
casting ability. In addition, you use your wisdom
modiier when setting the saving throw DC with one
of your chronomancer spells and when you make an
attack roll with one.
Spell save DC= 8 + your proiciency bonus + your
constitution modiier.
Spell attack Modiier= your proiciency bonus +
your constitution modiier.

Spellcasting Focus
As the time energy is literally manifesting itself insi-
de your body due to the time shards, you only need
to direct it.
You dont need a spellcasting focus, but you may
use one if you so wish.

2
The Chronomancer
Le- Proiciency Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
vel Bonus Known
1st +2 Spellcasting, Shard Rift 2 2
2nd +2 Shard Charge, Age is Just a 2 3 - - - - - - - -
Number
3rd +2 Time Shard Enhancement 2 4 2 - - - - - - -
4th +2 Ability Score Improvement 2 4 3 - - - - - - -
5th +3 Reset 3 4 3 2 - - - - - -
6th +3 Time Shard Enhancement 3 4 3 3 - - - - - -
7th +3 Shard Rift 3 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 4 3 3 1 - - - - -
9th +4 Time Heals all Wounds 3 4 3 3 2 1 - - - -
10th +4 Gamble with Time 4 4 3 3 2 2 - - - -
11th +4 Time Shard Enhancement, Age 4 4 3 3 2 2 1 - - -
is Just a Number
12th +4 Ability Score Improvement 4 4 3 3 2 2 1 - - -
13th +5 Shard Rift, Impact Pulse 4 4 3 3 3 3 2 1 - -
14th +5 Time Heals all Wounds 4 4 3 3 3 3 2 1 - -
15th +5 Clockwork Hands 4 4 3 3 3 3 2 1 1 -
16th +5 Ability Score Improvement 4 4 3 3 3 3 2 1 1 -
17th +6 Flux, Time Shard Enhancement 5 5 4 3 3 3 3 2 1 1
18th +6 Time Heals all Wounds, Age is 5 5 4 3 3 3 3 2 1 1
Just a Number
19th +6 Ability Score Improvement 5 5 4 3 3 3 3 2 1 1
20th +6 Tachyon Surge 5 5 4 3 3 3 2 2 1 1
Chronomancer Spell list and spell descriptions are included at the end of this document.

3
Shard Rift Time Heals all Wounds
As an action, you can expend any number of Shard
At 1st level, you gain a portion of control over the
Charges to heal 1d4+1 per fate die expended while
energy generated by the time shards in your body.
using this ability.
Instead of pulsing around your body, you can release
At 9th level, healing die becomes a d6, at 14th le-
this energy in violent bursts during an attack.
vel, the healing die becomes a d8, and at 18th level,
You may add 1d4 Force damage to any successful
the healing die becomes a d10.
melee or spell attack you make.
You are able to do this Constitution Modiier
plus 1 times per day and you gain all uses of this Let's Just Pause to Think for a Second
feature back after a long rest. You may expend a Shard Charge in order to create a
At 7th level, the damage increases to 1d8. And small temporal ield in your immediate area, giving
then at 13th level, the damage increases to 1d12. you a little bit more time to think and act. You may
take an additional Bonus Action this turn.
You may only use this Shard Charge Ability once
Shard Charge per round.
At second level, drawing on the powers of the time
shards has built up a tolerance in your body, allo- Age is Just a Number
wing you to manipulate the ow of time around you
more meaningfully. Your discovery of this new found At 2nd level, the Time Shards in your body begin
power grants you short bursts of temporal surges re- to alter you physiology slightly. You no longer show
presented by Shard Charges. signs of physically ageing, although, it does not af-
You have Shard Charges equal to your proicien- fect your actual age and you can still die from old
cy bonus plus Constitution Modiier. age.
At 11th level, you no longer age at all, except by
When you expend a Shard Charge, it is unavail-
magical efects.
able to you again until you inish a long rest.
At 18th Level, not even magical efects efects can
age you, unless you so choose, you also now can
Predict the Future complete a full nights sleep in half the time it would
normally take you.
Choose a target, as an action, you expend a Shard
Charge in order to attempt to predict the targets fu-
ture and slightly alter it. If the target is hostile or Time Shard Enhancement
unwilling, they make a Wisdom Saving Throw ver-
When you reach 3rd level, the time shards within
sus your Spell Save DC. If they pass, your predic-
your body begin to enhance your entire being, most
tion fails, if they fail, you successfully predict their
notably your speed, and your thinking capacity. You
immediate future. You maintain this hold on your
can focus on one of these aspects or allow them to
target for up to an hour or until you attempt to al-
continue to enhance your body on their own. These
ter their future or you use another Shard Charge
focuses are:
Ability.
As the target is taking an attack action or making Reex Shards
a skill check, you may attempt to alter their future. Mental Shards
If you do, roll a d6. You may add or subtract your Balanced Shards
roll from theirs.
These focuses are detailed at the end of the class
description, before the chronomancer spell list.
Running on Borrowed Time Your Time Shard Enhancement grants you fea-
tures at 3rd level, and again at 6th, 11th, and 17th
You may expend one Shard Charge to bring the fu-
level.
ture to you, bringing your future self to the present.
You take an additional action and move up to half Im late, Im late. For a very important date. No
your movement speed in addition to your previous
time to say Hello, Goodbye. Im late, Im late, Im
actions and movement this turn.
On using this Shard Charge ability, you must for- late.
feit your next turn.
You may only use this Shard Charge ability once White Rabbit
per turn.

4
Ability Score Improvement Do 1d4 extra force damage
Take the disengage action as a bonus action
When you reach 4th level, and again at 8th, 12th,
16th and 19th level, you can increase one ability Cause the creature to be caught in a moment in
score of your choice by 2, or you can increase two time and unable to move during its next turn
ability scores of your choice by 1. As normal, you Form a temporary shield to increase your AC by 2
cant increase an ability score above 20 using this until your next turn
feature. You can choose to gain a feat as per the Play-
ers Handbook instead of improving ability scores.
Flux
Reset At 17th level, with so much temporal energy cour-
sing through your body, you constantly shift a few
At 5th level, you are able to shift time back a slightly milliseconds out of alignment with the current ti-
enough for you to ix small mistakes. meline. This gives you a slight edge in combat and
You may re-roll an attack roll, ability check, or grants you a bonus 3 AC.
saving throw with advantage, you must take the new
roll.
You may only do this once per short rest. Tachyon Surge
At 20th level, your abilities have reached their peak.
Gamble with Time You gain the ability to learn the complete history of
an object by holding it and focusing your time en-
At 10th level, if you have only 1 Shard Charge left, ergy through it for 10 minutes. If you are disturbed
you may expend it in order to roll 2d6 and consult during this time, you only learn key events in the
the following outcomes: objects history and may have some muddled infor-
mation on other aspects.
If 1 number is odd and 1 is even, regain 0 Shard You may only use this feature once per long rest.
Charges
If both numbers are odd, regain 2 Shard Charges
If both numbers are even, regain 4 Shard Charges
If both numbers are the same, regain all Shard
Charges

This feature can only be used once per long rest.

Impact Pulse
At 13th level, if you are hit with a critical attack,
the Time Shards in your body react by slowing the
attackers weapon down slightly.
Roll the same die as the attacker rolled to calcu-
late weapon or spell damage and subtract your roll
from the total damage. If they used multiple die to
calculate damage, use the largest die.

Clockwork Hands
At 15th level, youve channel the current of time so
much through your hands, youre able to manifest
time energy into a physical form around them.
You become proicient in unarmed combat, your
ists do 1d6 force damage, and you may use Dexte-
rity or Strength as your attack stat.
In addition to this, if you successfully land a hit
with your ists, you may invoke one of the following
efects:

5
Time Shard Snap Decision
Starting at 11th level, you can cast spells that re-

Enhancement quire 1 action to cast as a bonus action instead.

Time strengthened spells


Reflex Shards Starting at 17th level, your spellcasting ability is so
Focusing all the temporal energy into your physical powerful you can predict what needs to be cast be-
abilities allows you to move faster and attack more. fore you need it, as a result, the temporal energy
starts building up before you attack, strengthening
the efect.
Can't Be Late Add +1 to both your Spell Save DC and Spell At-
Starting when you choose this Shard Enhancement tack
at 3rd level, your movement speed is increase by
15ft. Balanced Shards
You also have advantage on initiative rolls.
Instead of focusing on a speciic Shard element, you
Double-time instead opted to train your entire body to handled
the stresses of temporal entanglement better.
Starting at 6th level, you can take an additional ac-
tion during your turn. Predict the Fight
Starting when you choose this Shard Enhancement
Time Warp Again
at 3rd level, you have advantage when rolling for in-
Starting at 11th level, if you are reduced to 0 Hit itiative.
points, you can instead expend your remaining Shard
Charges and regain 1d4 plus 1 hit points per Shard Double-time
Charge expended and remain standing.
You also gain 1 bonus AC per Shard Charge ex- Starting at 6th level, you can take an additional ac-
pended until your next turn. tion during your turn.

Flashpoint Snap Decision


At 17th level, you can push your body to the absolu- Starting at 11th level, you can cast spells that re-
te physical limits using channelled temporal energy. quire 1 action to cast as a bonus action instead.
Your movement speed is increased by a further
15 feet and you can take another additional action Master of Body and Mind
on your turn.
Starting at 17th level, you have gained enough con-
trol over the time shards in your body to allow you
Mental Shards to teleport yourself.
Instead of moving during your turn, you can in-
Technically, youre focusing on how to focus better. stead teleport up to 50 feet in any direction. If you
But that means youll be able to control the ow of end your turn inside a solid object or creature, you
time through the Shards with more control and i- take 1d10 bludgeoning damage and are moved to
nesse, resulting in deadlier spells. the closest free space.
You can do this Constitution modiier + 1 times
Temporal Intellectual per long rest.
Starting when you choose this Shard Enhancement This is why you dont freeze time, you guys. Its in-
at 3rd level, you can re-roll one spell attack roll per credibly irresponsible.
encounter.

Rick Sanchez
Impenetrable Mind
Starting at 6th level, you can no longer be Frighte-
ned, Charmed, or Maddened

6
Chronomancer Spell List Melfs Minute Meteors
Slow
Cantrips (0 Level) Time Bomb
Blade Ward Tongues
Bolt of Time / Epoch Bolt Water Walk
Friends Wind Wall
Halt 4th Level
Mage Hand Arcane Eye
Mending Bane Shot
Message Blight
Minor Illusion Death Ward
Resistance Dimension Door
Shillelagh Elemental Bane
True Strike Fabricate
Vicious Mockery Hallucinatory Terrain
1st Level Phantasmal Killer
Absorb Elements 5th Level
Bane Antilife Shell
Charm Person Destructive Wave
Chromatic Orb Dominate Person
Command
Geas
Feather Fall
Hold Monster
Heroism
Modify Memory
Inict Wounds
Riddle
Jump
Scrying
Revert Time
Wall of Force
Silent Image
6th Level
Spell Blade
Arcane Gate
Tensers Floating Disk
Circle of Death
2nd Level
Contingency
Alter Self
Enervation
Arcane Lock
Augury Eyebite
Blur Globe of Invulnerability
Cloud of Daggers Magic Jar
Continual Flame True Seeing
Crown of Madness Woeful Stab
Find Traps 7th Level
Hold Person Delayed Blast Time Bomb
Invisibility Finger of Death
Mirror Image Forcecage
Misty Step Mordenkainens Sword
Ray of Enfeeblement Prismatic Spray
Reexive Shot Regenerate
Shatter Teleport
Sphere of Time 8th Level
3rd Level Abi-Dalzims Horrid Wilting
Aura of Vitality Feeblemind
Blade Ward Glibness
Blink Mind Blank
Bonesword Rip through Time
Counterspell 9th Level
Dispel Magic Meteor Swarm
Fly Quantum Shift Time
Haste Stop
Major Image Gate

7
Spell Descriptions Delayed Blast Time Bomb

The spells below are the ones from the Spell List that 7th-level evocation
are not in the Players Handbook or Elemental Evil Casting Time: 1 action
Players Companion. These spells are presented in Range: 150 feet
alphabetical order. Components: V, S, M (A small cog wheel)
Duration: Concentration, up to 1 minute
A beam of white light ashes from your pointing
Bane Shot inger, then condenses to linger at a chosen point wi-
thin range as a glowing bead for the duration. When
4th-level evocation
the spell ends, either because your concentration is
Casting Time: 1 bonus action
broken or because you decide to end it, the bead
Range: Touch
blossoms with a low roar into a vortex that spreads
Components: S, V around corners. Each creature in a 40 ft sphere cen-
Duration: 1 Round tered on that point must make a Dexterity saving
You touch a ranged weapon that uses ammuni- throw. A creature takes force damage equal to the
tion, infusing it with the power of time. For the du- total accumulated damage on a failed save, or half
ration, when you attack with the weapon and hit, as much damage on a successful one. The spells ba-
the target must make a Constitution saving throw. se damage is 9D8. If at the end of your turn the bead
It takes an extra 4d6 Necrotic damage on a failed has not yet detonated, the damage increases increa-
save, or half as much on a successful one. For the ses by 1d8. If the glowing bead is touched before the
duration the weapon is considered magical if it is interval has expired, the creature touching it must
not already. make a Dexterity saving throw. On a failed save, the
spell ends immediately, causing the bead to crea-
Bolt Of Time (Epoch Bolt) te a black hole. On a successful save, the creature
can throw the bead up to 40 feet. When it strikes
Evocation Cantrip a creature or a solid object, the creature or object,
Casting Time: 1 action the spell ends, and the bead explodes. The explosion
Range: 120 feet damages objects in the area and moves light to mo-
Components: S, V derately weighted objects that arent being worn or
Duration: Instant carried. At Higher Levels. When you cast this spell
A beam of energy with a blueish/purpleish hue using a spell slot of 8th level or higher, the base da-
streaks towards a creature within range. Make a mage increases by 1d8 for each slot level above 7th.
ranged spell attack against the target. On a hit, the
target takes 1d8 (2d4) force damage. All damage in Enervation
brackets are when the spell is altered to be Epoch
Bolt. The spells damage increases by 1d8 when you 5th-level necromancy
increase the spell every 2 spell slots making it 2d8 Casting Time: 1 action
(4d4) at 2th level, 3d8 (6d4) at 4th level, and 4d8 Range: 25 feet
(8d4) at 6th level and so on. Components: V, S
Duration: Instantaneous
You point at a target and they immediately feel
Bonesword
their life force slipping away. If it fails a Constitution
3rd-level necromancy save, it loses hit points equal to the level of the spell
Casting Time: 1 action level multiplied by 4, if it fails, or half damage on a
Range: Self success. If the targets hit points is reduced to 0 from
Components: V, S, M (one bone, which the spell this spell, the target dies and cannot be resurrected
consumes) by anything other than a wish spell.
Duration: Concentration, up to 10 minutes
A bone, held in your free hand, becomes a short Reflexive Shift
sword, longsword or great sword. It lasts for the du-
ration and then crumbles to dust. Anyone may use 2nd-level transmutation
the bone sword, and it is a magic weapon. While Casting Time: 1 re-action
wielding the bone sword, you are proicient with it. Range: Self (30ft)
It deals an extra 2d6 necrotic damage against any Components: V
living creatures. Duration: Instant

8
When any Friendly creature within 30 feet of you Rip Through Time
moves, and would provoke an attack of opportunity,
8th-level evocation
cause the attack to have disadvantage.
Casting Time: 1 action
Range: 150 Feet
Hush Components: S, V
Duration: Concentration, up to 1 hour
1st-level illusion Portals to other timelines rip open in a 60-foot
Casting Time: 1 action radius centered on a point you choose within ran-
Range: Touch ge. Each creature in that area must make a Con-
Components: S stitution saving throw. On a failed save, a creatu-
re takes 9d10 psychic damage and is immobilized
Duration: Concentration (Up to 10 Minutes)
for 1 minute. On a successful save, it takes half as
Your footsteps and armor make no noise, giving much damage and isnt immobilized by this spell.
you advantage on stealth checks to avoid detection A creature immobilized by this spell makes another
while moving. At Higher Levels. When you cast this Constitution saving throw at the end of each of its
spell using a spell slot of 2nd level or higher the turns. On a successful save, it is no longer immobi-
number of creatures number of creatures you can lized. This spell also sucks away any magically crea-
target increases by 1 for each spell slot above the ted darkness.
irst.

Spell Blade
Revert Time 1st-level conjuration
1st-level evocation Casting Time: 1 action
Casting Time: 1 action Range: self
Components: S, V
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
You conjure a blade of force in your free hand.
Duration: Instant The blade is similar in size and shape to a short
A creature you touch has its wounds revert back sword, and lasts for the duration. If you let go of the
in time. That creature gains hitpoints equal to 1d8 blade, it disappears, but you can conjure the blade
+ your wisdom modiier. This spell as no efect on again as a bonus action. You are proicient with the
creatures that are undead. At Higher Levels. When blade and can make melee weapon attacks with it. It
you cast this spell using a spell slot of 2nd level or is a magic weapon with the light and inesse proper-
higher, the healing increases by 1d8 for each spell ties. As a bonus action, you may cast a spell with a
slot level above the irst. range of touch into the blade. The spell is held until
it is released or the blade disappears, and only one
spell can be held. If you hit a creature with the bla-
Quantum Shift de, the held spell is released. The target is afected
as though you had cast the held spell on it.
9th-level evocation
Casting Time: 1 action
Range: 1 mile Time Bomb
Components: S, V 6th-level enchantment
Duration: Concentration, up to 10 minutes Casting Time: 1 action
You force open the strongest rip in time creating Range: 150 feet
an aging vortex for any enemy inside its area. All Components:V, S, M (a small cogwheel)
creatures within a 40foot-radius sphere centered on Duration: Instantaneous
a speciic target must make a Wisdom saving throw. A bright streak ashes from your pointing inger
The sphere spreads around corners. A creature ta- to a point you choose within range then blossoms
kes 7d12 force damage and 3d12 necrotic damage with a low roar into an explosion of arcane. Each
on a failed save, or half as much on a successful creature in a 20-foot radius must make a Dexterity
one. After the damage has been dealt, every enemy saving throw. A target takes 7d8 force damage on a
that took damage from this spell must make another failed save, or half as much damage on a successful
Wisdom saving throw. On a success, creature takes one. The explosion spreads around corners. It sucks
half damage, in addition to the damage previously. in loose objects in the area that arent being worn or
On a failure, the creature ages 1d100 years. carried. At Higher Levels. When you cast this spell

9
using a spell slot of 5th level of higher, the damage
increases increases by 1d8 for each slot level above References
4rd. Images:
Chronomancer: Tabletop Game: "Frostgrave"
Shard: hsmr on DeviantArt [https://hsmr.deviant-
Woeful Dagger
art.com/]
6th-level conjuration Clock: [http://tinyurl.com/y9yoyxxc]
Casting Time: 1 bonus action Hourglass: Trading card game "Time Flux: Origins
Range: Self of War"
Components: V, S, M (a single rib) Texts
Duration: 1 round Spells and Formatting: 5e Chronomage (Chronoma-
A dagger in the back might hurt for some time, ny) by xFOAxREAPER [http://tinyurl.com/yarkyy5f]
but the pain of a woeful dagger never ends. You con- Quotes: https://www.goodreads.com/quotes/tag/ti-
jure a woeful dagger in your free hand, which lasts me
for the duration. You are proicient with the woeful Rick and Morty
dagger and you may use your spell casting ability in- Alice in Wonderland
stead of Strength for the attack and damage rolls of
melee attacks using it. It deals 2d4 piercing damage
it, and is considered a magic weapon. Once during
the spells duration, when you hit a creature with Original Credits
the woeful dagger, you can make a woeful stab. The Heavily based on Zst0rm from reddits unearthed ar-
creature you hit must make a Wisdom saving throw. canas chronomage class. Just rebalanced and renamed
You deal an extra 10d10 psychic damage, half as things for my game.
much on a success. If the creature fails, The crea- (Zst0rms ORIGINAL CREDITS) INSPIRATION
ture is stunned for a minute or until it makes its Pattycakeees Shaman homebrew class. Middle Finger of
saving throw. Vecnas School of Chronomancy. Monk, Wizard, Sorceror
and Cleric from the 5e Players Handbook by Wizards of
the Coast. PERSONAL THANKS My local D&D groups
for being supportive and helping with the overall idea.

They always say time changes things, but you ac-


Time is an Illusion
tually have to change them yourself.

Albert Einstein
Andy Warhol

10
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2017 by Josh Mercieca and published under the
Community Content Agreement for Dungeon Masters Guild.

11

You might also like