Arcane Tradition: School of Chronomancy

by MohanLaoch

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School of Chronomancy

School of Chronomancy

Wizards who follow the teachings of the first Chronomancer learn to control the very essence of time around them. Chronomancers bend the fabric of time in their favour or even to reverse the devastating effects of their enemies.

School of Chronomancy Features

Wizard Level Feature
2nd Student of Chronomancy, Chrono Flux
6th Synchronised Control
10th Accelerated State
14th Master of Time

Student of Chronomancy

Beginning when you select this school at 2nd level, you always know the exact date and time.

You also can accurately recall the exact date and time of events you have seen or heard of that occurred within the past month.

Chrono Flux

Starting at 2nd level, time for those around you is affected by your presence. While you aren't incapacitated, both you and creatures who start their turn within 5ft of you have their movement speed increased by 10ft until the start of their next turn. If a creature is hostile towards you, their movement speed is instead reduced by 10ft until the start of their next turn.

Synchronised Control

At 6th level you gain the ability to control the flow of time in an area of your choosing. As an action choose a 30ft sphere in an area within 60ft of you that you can see. Creatures that are in the sphere are under the effects of the haste or slow spell (you choose when you create the sphere), the sphere lasts for a number of rounds equal to your proficiency bonus.

Additionally, on subsequent turns you can use your bonus action to either move the sphere up to 30ft in any direction or to change the effect within the sphere.

Once you use this feature you cannot use it again until you finish a short or long rest.

Accelerated State

Starting at 10th level, as a bonus action you can enter an accelerated state for 1 minute. During this time you have a +2 bonus to your AC and Dexterity saving throws.

You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Master of Time

At 14th level you have learned to rewind time and undo devastating effects around you.

As an action, you can choose a number of creatures equal to your Intelligence modifier (minimum of one) that you can see within 30ft of you. Each chosen creature must make an Intelligence saving throw against your spell save DC. On a failed save each creature has the actions of their most recent turn undone as if they never occurred in the first place.

Any damage taken or conditions received for you and your allies as a result of these actions is undone or are removed. Any features, abilities, points or spell slots the creatures used as part of these actions remain used.

When you use this feature, you gain a level of exhaustion equal to the number of creatures that failed the saving throw. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Once you use this feature you cannot use it again until you finish a long rest.

School of Chronomancy

Master the control of time with this new arcane tradition for the world's greatest roleplaying game.

School of Chronomancy (Version 1.0) Created by MohanLaoch/ jmohandm@gmail.com

Feel free to email feedback.

Artist Credits:

Front Cover: Conjure - Alicia Knightfall by Galder

Back Cover: The Clock Spinner by James Firnhaber

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

For use with the fifth edition Player's Handbook, Monster Manual and Dungeon Master's Guide.