View Full Version : D&D 5e/Next Chronomancy School (Updated with new 2nd level ability) PEACH

2015-03-11, 08:02 AM
Arcane School: Chronomancy

Metronome (Level 2)
Beginning when you select this school at 2nd level, your fascination with time lends itself to learning and storing knowledge of historical importance. You gain proficiency in the History skill. Additionally, your internal clock becomes finely tuned. You are always completely aware of what time it is (year, month, day, hour and minutes) even without external reference points. You can also recall with perfect accuracy how much time elapsed between any two events you were physically present for.

Constant Flux (Level 2)
You posses a reservoir of temporal influence called flux. You begin each day with a number of flux points equal to your proficiency bonus, which you can draw upon for a variety of benefits. Unless otherwise specified, expending flux points requires an action. Once your flux points have been exhausted, you must finish a long rest to recharge them. Your flux points can never exceed your proficiency bonus.

Rapid Regeneration
You may accelerate time around an injury you’ve sustained to facilitate rapid healing. When you use this feature, you heal 1d6+1 hit points for each flux point you spend. For example, you can spend two flux points to heal 2d6+2 HP, three flux points to heal 3d6+3 HP, and so on.

Burst of Speed
Your reservoir of flux may be used to increase your speed for a brief time. You may spend flux points to gain a bonus to your movement speed. When you do, you gain +10 feet to your movement speed for each point you spend. For example, by spending three flux points you gain +30 feet to your movement speed. This effect lasts for one minute.

Prescient Reaction
You may spend flux points to boost a saving throw you’ve just made. As a reaction, you can spend flux points to gain a bonus on your save equal to +1d4 for each flux point you spend. For example, after you’ve rolled a saving throw, you can use a reaction to spend two flux points, adding 2d4 to your saving throw.

Temporal Displacement (Level 6)
Starting at 6th level you can use an action to force a single creature or object within 30 feet into the near future. If the target is a creature it must be medium size or smaller. If the target is an object is must be unattended and weigh no more than 300 lbs. To use this ability, you must expend a spell slot, which sets the save DC to resist this effect. If the target is unwilling, it must make a Wisdom saving throw against a DC equal to 8 + your Intelligence modifier + the level of the expended spell slot. On a failed save the target disappears for 1d4+1 rounds. It then reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. The target reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all.

Phase Dilation (Level 10)
Starting at 10th level, your temporal powers seem to stretch time around you, enabling periodic bursts of speed or tactical awareness. During your turn, you may gain a bonus action. This action can be used only to take the dash, disengage or dodge action. You must then wait 1d4 rounds before using this ability again.

Fate Shift (Level 14)
At 14th level, you can alter the fate of one living creature that you can see. After the results of a creature’s attack roll, ability check or saving throw have been determined, you may use a reaction to force that creature to reroll that attack roll, ability check or saving throw with your choice of advantage or disadvantage. The creature must use the new result. You must then finish a short or long rest before using this ability again.

2015-03-11, 08:06 AM
Here are a couple of other uses I considered for Constant Flux. Both seemed a little on the strong side, for a 2nd level ability. Although it's important to note, that I designed this ability to scale, so maybe these could work.

Instant Recall
You can tap into your reservoir of flux to regain expended spell slots. To regain a spell slot, you must spend a number of flux points equal to that spell slot level plus one. For example, you can spend three flux points to regain a 2nd level spell slot or five flux points to regain a 4th level spell slot.

Temporal Magic
You can use flux points to cast certain spells that deal with space and time. By spending three flux points, you may cast Blink, Haste, or Slow without expending a spell slot. To cast a spell this way, you must know it and have it prepared as usual. This ability does not confer any actual spell knowledge, nor does it enable casting spells that are not already prepared.