The Chronomancer

Will you control the sands of time, or will it control you?

Sample file Existence is measured in age. How many years has a mortal lived? What was the construction date of the walled city of Class Features Eflin? When were the deities formed? Time begins at birth, at As a Chronomancer you gain the following. creation. But, inevitably, time for all things comes to an end. Hit Dice: 1d8 per chronomancer level, Except, of course, for time itself. Hit Points at First Level:8 plus your Constitution Modifier Bearer of the clock of eternity, rimmed by signs of the Hit Points at Higher Levels: 1d8 (or 5)+ your constitution stars, the chronomancer counts every tick of the second modifier per chronomancer level after first hand, preventing interference with that essential ever flowing forward momentum. Proficiencies Armor: Light Weapons:: Daggers, Quarterstaves, Shortswords RELEVANCE OF TIME Tools: Gaming Set Chronommancer’s gain their magical potency directly from time itself - harnessing the energies of flowing time, and Saving Throws: Wisdom, Intelligence manipulating them to suit their gain. It is a most dangerous Skills: Choose two from: Arcana, History, Insight, tradition, as the practice of slowing, reversing, or diverting Investigation, Perception, Persuasion the flow of time can accidentally tear novices to pieces, spreading them thinly across millenia, or sometimes even Equipment You start with the following equipment, in addition to the drop them wholesale into a new or old era, with no way of equipment granted by your background: returning home. Masters, however, walk the generations as timewalkers and walk the cosmos. Experienced (a) Two shortswords (b) a shortsword and a quarterstaff chronomancers can reliably and literally end most conflicts Leather armor before they even begin. Chronomancers typically learn to Your choice of gaming set control their powers through an eternity of studies, usually An ancient tome and an explorer's pack under the guidance of an older mentor. However there is no greater test than altering reality. Many aspiring chronomages Spellcasting test their newly honed powers by changing the outcome of a As a conduit of the ebb and flow of time, you can cast significant event by traveling through different timelines to chronomancer spells. See chapter 10 of the Player’s craft the most favored result. Handbook for the general rules of spell casting, and you can see the specific chronomancer spell lists at the end of this document.

Creating a chronomancer As you build your chronomancer, think about when and why your character pursued the ebb and flow of time. Did they think of changing a significant event in the past that plagued you as a young adult and it was not until you matured that you realized bending time was the best way to correct it? The want to correct the wrong-doing you had done? Maybe you were cursed with these powers by a demon, forced to endure visions of a million possible ways for your closest friend to die every night, the only way of relieving you of the curse if you craft the best possible outcome. Consider how your character perceives their abilities. Do you view them as a punishment for a wrong-doing from a long time ago? Or maybe view them as gift from a deity to protect and assist those around you. Perhaps they feel they earned them through years of study. Quick Build: You can make a chronomancer quickly by following these suggestions. Firstly, Wisdom should be your highest ability score, followed by Constitution, then Intelligence (Or strength if you wish to follow the 30 D.D. Journey, and Dexterity if you wish to study the 3877 A.D. Journey). Secondly, choose the Sage background. Thirdly, take the cantriSampleps Prestidigitation and Bolt of Time, along with the file following 1st level spells: Missile and Feather Fall. The Chronomancer Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Ageless Linguistics 2 2 — — — — — — — — 2nd +2 Wheel of Time, Timeless Body 2 3 — — — — — — — — 3rd +2 Lifelong Journey 2 4 2 — — — — — — — 4th +2 Ability Score Improvement 2 4 3 — — — — — — — 5th +3 Pocket of Eternity 3 4 3 2 — — — — — — 6th +3 Ageless Linguistics, Lifelong Journey Feature 3 4 3 3 — — — — — — 7th +3 ─ 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 4 3 3 2 — — — — — 9th +4 ─ 3 4 3 3 3 1 — — — — 10th +4 Ageless Linguistics, Refresh 4 4 3 3 3 2 — — — — 11th +4 Lifelong Journey Feature 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 13th +5 Time Anomaly 4 4 3 3 3 2 1 1 — — 14th +5 ─ 4 4 3 3 3 2 1 1 — — 15th +5 Hypersonic Speed 4 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 — 17th +6 Lifelong Journey Feature, Time Lord 4 4 3 3 3 3 2 1 1 1 18th +6 ─ 4 4 4 3 3 3 3 1 1 1 19th +6 Ability Score Improvement 4 4 4 3 3 3 2 1 1 1 20th +6 Undo Timeline 4 4 3 3 3 3 2 2 1 1

You can use your gaming set as your Chronomancer focus to Preparing and Casting Spells cast spells. The Chronomancer spell table shows how many spell 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 AGELESS LINGUISTICS higher. You regain all spell slots when you finish a long rest. At 1st level, you can learn some of the oldest languages in the You Prepare the list of Chronomancer spells that are realm. You gain proficiency in 1 exotic languages. At 6th level avalible for you to cast, choosing from the chronomancer you gain proficiency in 1 more exotic languages. And then at spell list. When you do so choose a number of spells equal to 10th level you gain proficiency in another 2 more exotic your Wisdom Modifier + your Chronomancer level languages. (minimum of one spell). Wheel of Time Spellcasting Ability At 2nd level your studies allow you to spin the wheel of time to alter the fate of yourself, an ally or an enemy. Your access Wisdom is your spell casting ability. You use your wisdom to this bend in time is represented by fate dice. You have fate whenever a spell refers to your spellcasting ability. In dice equal to your proficiency bonus plus wisdom modifier. addition, you use your wisdom modifier when setting the When you expend fate dice, it is unavailable until you finish a saving throw DC with one of your chronomancer spells and long rest at which point you regain all expended fate dice by when you make an attack roll with one. rewinding the wheel of time. Some of your Wheel of Time Spell save DC= 8 + your proficency bonus + your wisdom features may require your target to make a saving throw to modifier. resist the features effects. The saving throw is your spell save Spell attack Modifier = your profeciency bonus + your DC which you can calculate in the Spell casting Ability wisdom modifier Samplesection previously. file Spellcasing Focus ACCELERATE REFRESH As an action you can expend a fate dice to hasten a targets At 10th level, if you have one fate die remaining, you can as an actions and do multiple actions on the targets next turn. The action expend and roll that fate die. You gain a number of fate target gains an additional action per fate dice used (you can dice equal to 1d4+2. This feature recharges at the end of a not use more fate dice than your amount of actions per turn. long rest. You cannot use any of these extra actions to recast, Accelerate or Surge. You can use this twice per short rest. At 9th level you can use this 3 per short rest, and at 18th level TIME ANOMALY you can use Accelerate 4 times per short rest. At 13th level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action Rewind for this casting. After you use this ability once, you must As a reaction you can spend a fate die to an attack against finish a long rest before using it again. you or an effect that is interacting with you, you can revert to the position you were in the previous round. You do not HYPERSONIC SPEED regain any expended resources nor does any effect revert for Upon reaching 15th level, your awareness to danger reaches you. Only your position changes. You can do this once per a hypersonic clarity. You gain advantage on your initiative short rest. rolls. Surge As an action you can expend a fate dice to take an additional TIME LORD action in the next round. You cannot use this additional action Once the chronomancer reaches 17th level you are to cast any spell of 4th-level or higher. Surge cannot be used considered to be a Time Lord. This allows the chronomancer again until you take a short rest. to predict a favorable outcome from a battle. The chronomancer adds a +1 to your spell save DC. Refresh As an action, you can expend a fate die to heal 1d4+1 per fate UNDO TIMELINE die you expend while using this ability. This ability can only Upon reaching 20th level, you gain the ability to undo a be used once per short rest. specific timeline, taking all actions of up to 8 targets back in time (up to 3 hours prior). All experience and items gained Timeless Body within that time are lost. All spell slots that were used within At 2nd level, your intense studies with time and your ability to the time frame become unused. You can only use this feature control and alter it makes you keep your youthful looks, but once feature once every 7 long rests (a week). does not change your actual age or stop you from aging. You still can die of old age. At 14th level, your body is immune to Lifelong Journey the frailty of old age, and cannot be aged magically unless you There are three significant years in the scroll of eternal allow it. At 18th level, you no longer need food or food or timeliness that chronometers tend to time travel to more water. often than not. Chronomancers usually take a liking to a certain age bringing with them characteristics and unique LIFELONG JOURNEY feats or powers from that age. When you reach 3rd level, you become attuned with a certain time line of events. These timeliness are: 3351 B.D., 30 D.D., 3351 B.D. 1877 A.D.D., all of which are detailed at the end of the class You traveled back to a time where magic and miracles were description, before the chronomancer spell lists. Your rich throughout the land. Upon spending countless years in Lifelong Journey grants you features at 3rd level and again at this timeline you are more attuned to magic than ever before. 6th, 11th, and 17th. EPOCH CONTINUUM ABILITY SCORE IMPROVEMENT Starting when you choose this journey at 3rd level, your Bolt When you reach 4th level, and again at 8th, 12th, 16th and of Time cantrip is altered to be Epoch Bolt. When Bolt of 19th level, you can increase one ability score of your choice Time is altered to be Epoch Bolt it gains these effects: by 2, or you can increase two ability scores of your choice by • When dealing damage with this spell, in the place of d8’s 1. As normal, you can’t increase an ability score above 20 use 2d4 for damage rolls. For example: Casting Epoch Bolt at using this feature. You can choose to gain a feat as per the 6th level and hitting will deal 8d4 force damage instead of Player’s Handbook instead of improving ability scores. 4d8. • The creature hit cannot take reactions until your next POCKET OF ETERNITY turn if they fail a Wisdom saving throw. At 5th level, in your resourcefulness you have created an eternal pocket of time that you can rely upon when in need. ANCIENT RESEARCH SampleAt 6th level. you gain +2 to your Wfileisdom stat. This cannot On your turn, you can use a bonus action to regain hit points make the stat total go over 20. equal to 1d8 + chronomancer level. Once you use this feature, you must finish a long rest before you can use it again. FATE RENEWED Beginning at 11th level, you can use your Wisdom in the Beginning at 11th level, you can expend a fate dice as an place Strength or Dexterity for melee weapon attacks and action to heal a creature. It gains hitpoints equal to 2d6+1 gain advantage in hit rolls. plus your chronomancer level. You must finish a long rest before you can use this feature again. RIFT IN TIME Once 17th level is obtained, when you hit with a melee attack, TIMELESS VISAGE you can choose to get the target to make a Wisdom saving Once 17th level is obtained, you gain the ability to create a roll equal to your spell save DC. The target is stunned for 1 timeless visage of yourself acting like a clone. This timeless round and takes 8d10 force damage after the stun effect visage cannot expend fate dice. However it can attack and finishes, taking half damage on a failed save. After using Rift cast cantrips at your telepathic command, using a bonus in Time, you must complete a long rest before you can use it action. When you create a timeless visage you must roll its again. initiate roll its initiative. The timeless visage is controlled by you and does not require your concentration. If you do not give the visage commands it will not move or react. The visage uses all your statistics, it does not gain your feats and has hitpoints equal to one half of your total hitpoints. You must finish a long rest before you can use this feature again. 3877 A.D.D In the future, you discover that combat is now fought with firearms. You decide to stay a while and master these dangerous new weapons.

AGE OLD GUN CRAFT Starting when you choose this journey at 3rd level, you are proficient in firearms. You can also teach towns blacksmiths to create firearms and ammunition.

TIME LOST ROUNDS At 6th level, your increased practice of a futuristic firearms has granted you the ability to re roll any 1s on a firearms damage dice. You must take the next roll even if it is another 1.

TRIGGER THE MIND Beginning at 11th level, you can use your Wisdom in the place Strength or Dexterity for firearm weapon attacks.

SLOW SIGHT Once 17th level is obtained, you bend the time and space around your perception and allow you advantage on your next attack. You must take a short rest before you can use this ability again. 30 D.D You traveled have to a land where martial experience is what makes a warrior. By spending an extended time here, you have become highly skilled in close quarters combat.

HOROLOGICAL WARRIOR Starting when you choose this journey at 3rd level, you become incredibly skilled in all martial weapons, and shields, gaining proficiency in them.

SPLIT SECOND REACTION At 6th level, your incredible martial skills expand due to the fact yoSampleu can for see incoming attacks. When you get hit by an file enemy you can make a reaction to attack them with your weapon, you can do this once per long rest.

MIND OVER MATTER Cantrips (0 Level) Continual Flame Blight Magic Jar Blade Ward Crown of Madness Charm Monster Scatter Bolt of Time / Epoch Bolt Find Traps Death Ward Time Drain Friends Hold Person Dimension Door True Seeing Halt Harness Speed Woeful Stab Mage Hand Invisibility Elemental Bane 7th Level Mending Mirror Image Fabricate Message Misty Step Freedom of Movement Delayed Blast Time Bomb Minor Illusion Momentary Glimpse Hallucinatory Terrain Finger of Death Resistance Ray of Enfeeblement Phantasmal Killer Forcecage Shillelagh Reflexive Shot Life Force 5th Level True Strike Shatter Mordenkainen’s Sword Vicious Mockery Sphere of Time Antilife Shell Prismatic Spray Creation Regenerate 1st Level 3rd Level Destructive Wave Reverse Gravity Absorb Elements Aura of Vitality Dominate Person Sequester Bane Blade Ward Dream Simulacrum Charm Person Battle Drain Far Step Teleport Chromatic Orb Blink Geas 8th Level Command Bonesword Hold Monster Abi-Dalzim’s Horrid Wilting Feather Fall Counterspell Legend Lore Bide Time Heroism Dispel Magic Modify Memory Clone Inflict Wounds Fly Passwall Control Weather Jump Full Retreat Riddle Demiplane Revert Time Haste Feeblemind Silent Image Major Image Spell Shield Glibness Speedy Retreat Melf’s Minute Meteors Time Hop Mind Blank Spell Blade Slow Wall of Force Rip through Time Tenser’s Floating Disk Time Bomb 6th Level Time Guardian Tongues 9th Level Water Walk Arcane Gate 2nd Level Circle of Death Foresight Wind Wall Gate Alter Self Contingency Imprisonment Arcane Lock 4th Level Delay Death Invunerability Arcane Eye Enervation Meteor Swarm Blur Bane Shot Eyebite Time Stop Cloud of Daggers Banishment Globe of Invulnerability Quantum Shift

Sample file Range: 30 ft SPELL DESCRIPTIONS Components: S, V The spells below are the ones from the Spell List that are not Duration: 1 minute in the Player’s Handbook or Elemental Evil Player’s Target one creature, the target must make an Intelligence Companion. These spells are presented in alphabetical order. Saving Throw against your spell save DC, on a failure the target will teleport to the ethereal plane and they reapear Battle Drain when their turn ends. After the first turn this effect happens 3rd-level the caster will roll a D20, on an 11-20 the same effect Casting Time: 1 action continues accouring, on a 1-10 the spell ends with the target Range: 30 ft radius back in the prime material. On a successful save nothing Components: S, V, M (a bloody cogwheel) happens. Duration: Instantaneous You siphon the very life essance from all allies within range Bide Time (15 HP from each ally) and you gain an additional action next 8th-level Divination turn. Casting Time: 1 Hour Range: 30 feet BANE SHOT Components: V, S, M (A ruby worth 1,000gp) 4th-level evocation Duration: 1 hour Casting Time: 1 bonus action 5 Creatures you choose in range gain the benefits of a long Range: Touch rest while only taking a short rest. In order for this spell to Components: S, V effect any target, they must be willing and all the normal rules Duration: 1 Round to a long rest must apply except for the time it takes to You touch a ranged weapon that uses ammunition, infusing complete one. it with the power of time. For the duration, when you attack with the weapon and hit, the target must make a Constitution Delay Death saving throw. It takes an extra 4d6 Necrotic damage on a 6th-level necromancy failed save, or half as much on a successful one. For the Casting Time: 1 action duration the weapon is considered magical if it is not already. Range: Self Components: S, V, M (A broken Cogwheel) BOLT OF TIME (EPOCH BOLT) Duration: 1 Minute Evocation Cantrip You push yourself outside the spacetime-continum, forcing Casting Time: 1 action yourself into a temporal loop. While in this state, you cannot Range: 120 feet lose conciousness for the duration of the spell. For every six Components: S, V seconds you spend in this loop, you gain a level of exhaustion, Duration: Instant the level(s) begin to affect you when the spell ends or you A beam of energy with a blueish/purpleish hue streaks choose to end the spell as an action. towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 (2d4) force damage. All damage in brackets are when the spell is altered to be Epoch Bolt. The spell’s damage increases by 1d8 when you increase the spell slot used making it 2d8 (4d4) at 1st level, 3d8 (6d4) at 2nd level, and 4d8 (8d4) at 3rd level and so on.

BONESWORD 3rd-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (one bone, which the spell consumes) Duration: Concentration, up to 10 minutes A bone, held in your free hand, becomes a short sword, longsword or great sword. It lasts for the duration and then crumbles to dust. Anyone may use the bone sword, and it is a magic weapon. While wielding the bone sword, you are proficient with it. It deals an extra 2d6 necrotic damage againsSamplet any living creatures. file Blighted Blink 4th-level Transmutaion Casting Time: 1 action DELAYED BLAST TIME BOMB One Medium or smaller creature that you choose must 7th-level evocation succeed on a Wisdom saving throw or be frozen in time for 1 full round, they cannot be hit by attacks and cannot attack Casting Time: 1 action during this time or the spell ends. Range: 150 feet Components: V, S, M (A small cog wheel) Harness Speed Duration: Concentration, up to 1 minute 2nd-level Conjuration A beam of white light flashes from your pointing finger, Casting Time: 1 action then condenses to linger at a chosen point within range as a Range: Touch glowing bead for the duration. When the spell ends, either Components: V, S because your concentration is broken or because you decide Duration: 1 minute to end it, the bead blossoms with a low roar into a vortex that You can target one person within range and increase their spreads around corners. Each creature in a 40 ft sphere initiative by 10 for the duration. This can effect initiative mid- centered on that point must make a Dexterity saving throw. A round. creature takes force damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 9D8. If at the end HUSH 1st-level illusion of your turn the bead has not yet detonated, the damage increases increases by 1d8. If the glowing bead is touched Casting Time: 1 action before the interval has expired, the creature touching it must Range: Touch make a Dexterity saving throw. On a failed save, the spell Components: S ends immediately, causing the bead to create a black hole. On Duration: Concentration (Up to 10 Minutes) a successful save, the creature can throw the bead up to 40 Your footsteps and armor make no noise, giving you feet. When it strikes a creature or a solid object, the creature advantage on stealth checks to avoid detection while moving. or object, the spell ends, and the bead explodes. The At Higher Levels. When you cast this spell using a spell slot explosion damages objects in the area and moves light to of 2nd level or higher the number of creatures number of moderately weighted objects that aren’t being worn or creatures you can target increases by 1 for each spell slot carried. At Higher Levels. When you cast this spell using a above the first. spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th. Life for Force 8th-level necromancy ENERVATION 5th-level necromancy Casting Time: 1 bonus action Range: self Casting Time: 1 action Components: S, V, M (One drop of your blood) Range: 25 feet Duration: 1 round Components: V, S Duration: Instantaneous You force your mind and muscles to move faster than humanly possible, in this strain you take 40 points of force You point at a target and they immediately feel their life damage but you gain an addtional 1d4 actions for this turn. force slipping away. If it fails a Constitution save, it takes 6d8 necrotic damage this damage can increase 1d8 per spell level higher then level 5, if it fails, or half damage on a success. If Momentary Glimpse 2nd-level Divination the target's hit points is reduced to 0 from this spell, the target dies and cannot be resurrected by anything other than Casting Time: 1 reaction a wish spell. Range: Self Components: V, S, M (A small hour glass) Full Retreat Duration: Instant 3rd-level Evocation You glimpse into yor immediate future seeing danger and Casting Time: 1 action using that to dodge out of the way of the most harmful effects. Range: 30 ft Sphere As a reaction you can add +5 to your AC or a Saving Throw. Components: V, S, M (a small clump of dirt) Duration:: 1 Minute REFLEXIVE SHIFT 2nd-level transmutation Increase movement speed of one target in range by 30 feet. For each spell level you cast this spell above the required you Casting Time: 1 re-action can add another person under the spells effect. Range: Self (30ft) Components: V HALT Duration:Instant When any Friendly creature within 30 feet Transmutation Cantrip of you moves, and would provoke an attack of opportunity, cause the attack to have disadvantage. CastinSampleg Time: 1 action file Range: 30 feet Components: V, S Duration: 1 round REVERT TIME SPELL BLADE 1st-level evocation 1st-level conjuration Casting Time: 1 action Casting Time: 1 action Range: Touch Range: self Components:V, S Components: S, V Duration:Instant Duration: Concentration, up to 1 minute A creature you touch has its wounds revert back in time. You conjure a blade of force in your free hand. The blade is That creature gains hitpoints equal to 1d8 + your wisdom similar in size and shape to a short sword, and lasts for the modifier. This spell as no effect on creatures that are undead. duration. If you let go of the blade, it disappears, but you can At Higher Levels. When you cast this spell using a spell slot conjure the blade again as a bonus action. You are proficient of 2nd level or higher, the healing increases by 1d8 for each with the blade and can make melee weapon attacks with it. It spell slot level above the first. is a magic weapon with the light and finesse properties. As a bonus action, you may cast a spell with a range of touch into QUANTUM SHIFT the blade. The spell is held until it is released or the blade 9th-level evocation disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released. The target Casting Time: 1 action is affected as though you had cast the held spell on it. Range: 1 mile Components: S, V Duration: Concentration, up to 10 minutes Spell Shield 5th-level Abjuration You force open the strongest rip in time creating an aging Casting Time: 1 action vortex for any enemy inside its area. All creatures within a 40- Range: Self foot-radius sphere centered on a specific target must make a Components: V, S Wisdom saving throw. The sphere spreads around corners. A Duration: 1 minute creature takes 7d12 force damage and 3d12 necrotic damage on a failed save, or half as much on a successful one. After As a reaction to a spell targeting you can briefly glimpse the damage has been dealt, every enemy that took damage into the future and as an action you raise an arcane wall from this spell must make another Wisdom saving throw. On giving you advantage on all saving throws from magical a success, creature takes half damage, in addition to the effects for the duration. damage previously. On a failure, the creature ages 1d100 years. TIME BOMB 6th-level enchantment RIP THROUGH TIME Casting Time: 1 action 8-th-level evocation Range: 150 feet Casting Time: 1 action Components:V, S, M (a small cogwheel) Range: 150 Feet Duration: Instantaneous Components: S, V A bright streak flashes from your pointing finger to a point Duration: Concentration, up to 1 hour you choose within range then blossoms with a low roar into Portals to other timelines rip open in a 60-foot radius an explosion of arcane. Each creature in a 20-foot radius centered on a point you choose within range. Each creature must make a Dexterity saving throw. A target takes 7d8 force in that area must make a Constitution saving throw. On a damage on a failed save, or half as much damage on a failed save, a creature takes 9d10 psychic damage and is successful one. The explosion spreads around corners. It immobilized for 1 minute. On a successful save, it takes half sucks in loose objects in the area that aren’t being worn or as much damage and isn’t immobilized by this spell. A carried. At Higher Levels. When you cast this spell using a creature immobilized by this spell makes another spell slot of 5th level of higher, the damage increases Constitution saving throw at the end of each of its turns. On a increases by 1d8 for each slot level above 4rd. successful save, it is no longer immobilized. This spell also sucks away any magically created darkness.

Speedy Retreat 1st-level evocation Casting Time: 1 action Range: Self Components: V, S, M (A horse shoe) Duration: 1 Minute Increase your movement speed by 30 feet for the duratiSampleon.For each spell slot above the required used you can file add an extra 10 feet in addition to the spells original effect. At the end of the the durration you suffer one level of exhaustion. Time Drain A dagger in the back might hurt for some time, but the pain 6th-level Necromancy of a woeful dagger never ends. You conjure a woeful dagger in your free hand, which lasts for the duration. You are Casting Time: 1 action proficient with the woeful dagger and you may use your spell Range: 40 Ft casting ability instead of Strength for the attack and damage Components: V, S, M (a pocketsized hourglass) rolls of melee attacks using it. It deals 2d4 piercing damage Duration: Instantaneous it, and is considered a magic weapon. Once during the spell's You reach out to the sands if time feeling the life essence of duration, when you hit a creature with the woeful dagger, you the target, pulling and ripping it away adding their life force can make a woeful stab. The creature you hit must make a to yours. The target makes a constitution save or take Wisdom saving throw. You deal an extra 10d10 psychic 4d8+10 Force damage and half on a successful save. You heal damage, half as much on a success. If the creature fails, The an equal amount to damage delt. creature is stunned for a minute or until it makes its saving throw. Time Guardian 1st-level evocation Casting Time: 1 action Range: Self Components: S, V Duration: 3 Hours An invisible spectral being fills your space, blocking and absorbing attacks. While you're not wearing armor your AC calculation becomes 13+ Dex mod. Also you gain resistace to Force Damage.

Time Hop 5th-level Transmutation Casting Time: 1 action Range: Self Components: S, V, M (a small cog wheel) Duration: Instantaneous When casting you can teleport into an unocupied space a distance away equal to your highest spellcaster levelx10 ft.

Touch of Years 4th-level Necromancy Casting Time: 1 action Range: Touch Components: S, V, M (one small copper hourglass) Duration: 3 Days On a successful hit the targets ages 3d10 years each day for the next 3 days. During these 3 days the creature is considered cursed and the affects can be removed by remove curse, unless the target dies of old age before a removal of the curse happens. After the 3 days is up the target is aged permanently.

Woeful Dagger 6th-level conjuration Casting Time: 1 bonus action Range: Self Components:Components: V, S, M (a single rib) DuratSampleion: 1 round file CREDITS ased on Zst0rm's chronomancer from reddits unearthered arcana. I changed and added many things, so I hope you enjoy.

BI would also like to thank Jason Margossian for play testing and giving opinions on certain mechanics of the class to help mold and shape it. (“Zst0rm’s” ORIGINAL CREDITS) INSPIRATION Pattycakeee‘s Shaman homebrew class. Middle Finger of Vecna’s School of Chronomancy. Monk, Wizard, Sorceror and Cleric from the 5e Player’s Handbook by Wizards of the Coast. PERSONAL THANKS My local D&D groups for being supportive and helping with the overall idea.

Sample file