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Ninja_Prawn
2015-08-07, 07:37 AM
News: I have stopped updating this thread. A link to all of the Chronomancy spells and classes is here (https://www.dropbox.com/s/kphn7s8xqlfr4fp/Chronomancy.pdf?dl=0) (WiP as of 14/08/15).

Hello everyone. I'm looking for someone to critique some time-themed spells I made yesterday, inspired by JNAProductions' Xelor (http://www.giantitp.com/forums/showthread.php?432358-Rogue-Archetype-Xelor) class. I posted them in that thread, but I guess they need their own thread for a proper review.

Anyway, most of these are original homebrew; a few are conversions from previous editions. I've never really homebrewed spells before, so I have no idea if I've got the levels right, and I'm sure there are balance issues in here. :smallfrown:

For reference, the full spell list for the sub-school of chronomancy is:
Cantrips
Manipulate Clockwork
Moment to Think

Level 1
Déjà Vu
Enhance Reflexes
Expeditious Retreat
Longstrider
Safiya’s Industrious Worker
Slow Thinking

Level 2
Action
Burst of Speed
Delay
Time's Arrow

Level 3
Haste
Restore Youth
Slow

Level 4
Curse of Aging
Curse of Youth
Impressions of the Past

Level 5
Erase
Evasiveness
Temporal Reversion

Level 6
Dislocation in Time
Improved Haste
Improved Slow

Level 7
Lesser Time Stop
Mass Haste
Sequester

Level 8
Time Freeze

Level 9
Mass Improved Haste
Temporal Bubble
Time Stop
Zone of Altered Time

Action
2nd-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: 1 round

Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.


Burst of Speed
2nd-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: 1 round

Choose a willing creature that you can see within range. Until the start of your next turn, the target's speed increases by 20 feet and it gains a +2 bonus to AC.


Curse of Aging
4th-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch must succeed on a Wisdom saving throw or become cursed indefinitely. While under the influence of this curse, the target ages at twice their normal rate, becoming two days older for every day that passes. In addition, they have disadvantage on all Strength checks and saving throws.
A Remove Curse spell ends this effect.


Curse of Youth
4th-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a child’s toy)
Duration: Concentration, up to 1 hour

This spell reverses time for a creature that you can see within range until it becomes a helpless baby. An unwilling creature must make a Wisdom saving throw to avoid the effect. Shapechangers and creatures that do not experience infancy automatically succeed on this saving throw.
The effects last for the duration. If the target drops to 0 hit points, it begins making death saves as normal. A creature that dies while under the influence of this spell does not revert to its ‘normal’ age.
The target retains all of its game statistics except its base movement speed, which is changed to 10 feet. It cannot take any actions, bonus actions or reactions, cannot cast spells and cannot communicate, except by crying (a person using Comprehend Languages or similar abilities can interpret such crying to gain a rough understanding of the baby’s emotional state). While under the effects of this spell, the target is prone and cannot stand up without the help of an adult.
If the target reverts to its normal age, it returns to the number of hit points it had before it transformed
The target’s gear is unaffected by this spell; it will likely fall off the target due to being vastly oversized.
A Remove Curse spell ends this effect.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is 8 hours, and does not require concentration. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled.


Déjà Vu
1st-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small silver mirror)
Duration: Instantaneous

You briefly rewind the thoughts a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be forced on its next turn to repeat the actions it performed in its previous turn. It can use its reaction as normal; it is not forced to repeat a reaction it made previously. If the situation has changed in such a way that the subject can’t take the same actions again, the subject stands still and takes no actions or bonus actions for 1 round.


Delay
2nd-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small crystal)
Duration: Instantaneous

You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.


Dislocation in Time
6th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (any device capable of telling the time)
Duration: Up to 10 minutes

You step out of the normal flow of time, and remain there for the duration or until you use your action to dismiss the spell.
While dislocated in time, you can see and be seen by creatures and objects that remain in normal time, but everything there looks grey to you. You appear blurred and indistinct to them.
You ignore all objects and effects other than those that you are wearing or that originate from within your person, allowing you to move through objects you perceive on the plane you originated from. Likewise, nothing you do can have any effect on normal time.


Enhance Reflexes
1st-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: Concentration, up to 10 minutes

Choose a willing creature that you can see within range. Until the spell ends, the target has advantage on all Dexterity checks.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Erase NEW
5th-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a quartz crystal worth at least 100gp)
Duration: Instantaneous

You point your finger and fire a pale blue ray at a small or smaller nonmangical object that you can see within range. Make a ranged spell attack against the target. On a hit, the target is erased from time.
No trace remains of the erased object and the memory any creature (except the caster) that knew of its existence is altered to reflect the fact that the object never existed. If anything else in the world would not make sense in the absence of the object, history is re-written to explain it. The DM determines the new version of events. Generally, this spell makes the smallest possible change that would provide a plausible explanation.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a medium object or creature, including magical objects. On a hit, the creature takes 10d10 force damage. If it is reduced to 0 hit points by this damage, it is erased from time as described above, along with anything it is wearing or carrying.


Evasiveness
5th-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, M (a scrap of silk)
Duration: Concentration, up to 1 minute

You touch a willing creature. Until the spell ends, the target gains a superhuman ability to dodge attacks. The target’s AC can’t be less than 25, regardless of what kind of armour it is wearing.
This spell puts enormous strain on the target's body. After the spell ends, the target gains one level of exhaustion.


Impressions of the Past
4th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (an hourglass and a glass eye worth at least 100gp)
Duration: Concentration, up to 1 minute

You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which cannot be more than 100 years ago. When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal.
While perceiving the past, you can look in any direction, but you cannot move or speak and are unable to sense your present surroundings.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may share this spell with one other creature that you touch. An unwilling target may make a Wisdom saving throw to avoid being affected. In addition, when you cast this spell using a spell slot of 8th level or higher, you can choose to perceive a time up to 1,000 years ago.


Improved Haste
6th-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a licorice root)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is tripled, it gains a +3 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.


Improved Slow
6th-level transmutation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bottle of molasses)
Duration: 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is reduced to a quarter of its base speed, it takes a -3 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 16 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
If the creature uses nonmagical wings to fly, it is unable to fly while under the influence of this spell. If it is airborne when the spell is cast, it lands safely at the start of its next turn.
A creature affected by this spell makes another Wisdom saving throw at the end o f its turn. On a successful save, the effect ends for it.


Lesser Time Stop
7th-level transmutation

Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 2 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 300 feet from the location where you cast it.


Manipulate Clockwork
Transmutation cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round

You effect a minor change in a small or smaller clockwork item within range that you can see. Examples of things you could do include:

• Make the machine run faster or slower, up to double or half of its normal speed.
• Change the time displayed on a mechanical clock.
• Flip a switch or change a setting.
• Start or stop the device.

You cannot damage or destroy a machine using this spell.


Mass Haste
7th-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute

Choose up to three willing creatures that you can see within range. Until the spell ends, the targets' speeds are doubled, they gain a +2 bonus to AC, have advantage on Dexterity saving throws, and it gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the targets can’t move or take actions until after their next turn, as a wave of lethargy sweeps over them.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.


Mass Improved Haste
9th-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a licorice root)
Duration: Concentration, up to 1 minute

Choose up to three willing creatures that you can see within range. Until the spell ends, the targets' speeds are tripled, they gain a +3 bonus to AC, have advantage on Dexterity saving throws, and it gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.


Moment to Think
Transmutation cantrip

Casting Time: 1 action
Range: Self
Components: V
Duration: 1 round

You briefly stop the flow of time for everyone but yourself. When you cast this spell, your current turn ends and no time passes for other creatures, while you take 1 free turn, during which you can use actions and a bonus action as normal. However, you cannot move from the location where this spell was cast, nor can you affect any object other than those worn or carried by you (as everything else is frozen in time), make any kind of attack or cast any spells. If you let go of an item you were carrying, it also becomes frozen in time. If you consume a potion during the free turn, it has no effect (though it is consumed). Listed below are a few examples of what you could do on your free turn:


Make an Intelligence check to remember information about something.
Make a Wisdom (Perception) check.
Take the Hide action.
Deploy a bag of caltrops.
Draw or stow weapons and shields.


Restore Youth
3rd-level transmutation (ritual)

Casting Time: 8 hours
Range: Touch
Components: V, S, M (gold dust worth at least 500gp, which the spell consumes)
Duration: Instantaneous

You perform a long, complex ritual on another creature, reducing its apparent age by 3d10 years, to a minimum of 13 years. This effect does not extend the creature’s lifespan.


Safiya’s Industrious Worker
1st-level transmutation

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a bar of iron)
Duration: 8 hours

You touch a willing creature. For the next 8 hours, they are able to perform mundane tasks with exceptional speed.
Every hour spent crafting nonmagical items under the influence of this spell provides 4 hours’ worth of output. Therefore 20gp of items / progress can be made in an 8-hour work day.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Slow Thinking
1st-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of alcohol)
Duration: 1 minute

You slow down the thought processes of a creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or have disadvantage on all Intelligence checks and saving throws for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Temporal Bubble
9th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a diamond hourglass filled with tiny gemstones or pearl dust, worth at least 45,000gp)
Duration: Concentration, up to 1 hour

You create a transparent, spherical demiplane centred on yourself with a radius of 10 feet. Time within this demiplane passes significantly faster than time outside, allowing you to experience 24 hours of time while those outside only experience 1 hour.
No material can pass into or out of the demiplane, and no spell or effect created on one side of it can affect the other side.
If any creatures other than yourself and you familiar (if you have one) would be caught within the area of this spell, the spell fails.


Temporal Reversion
5th-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

The wounds of a creature you touch travel back in time to before they were inflicted. The creature regains hit points equal to 7d4 + your spellcasting ability modifier. This healing works as normal on undead and constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d4 for each slot level above 5th.


Time Freeze
8th-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an iron hourglass)
Duration: Instantaneous

Choose a creature that you can see within range. If the target has 150 hit points or fewer, it is paralysed and frozen in time, unaware of its surroundings. Otherwise, the spell has no effect.
The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, this paralysis effect ends.


Time's Arrow
2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of sand from an hourglass)
Duration: 10 minutes

This spell enchants a physical missile, such as an arrow, bolt or sling bullet so that it freezes in time and space. You may reposition the missile as part of the action to cast the spell, and the spell may be used on magical or otherwise enchanted missiles.
The missile remains frozen in place until either a creature passes within 60 feet in front of it, something touches it, a strong wind blows upon it, the enchantment is dispelled or the duration ends. At that point, the missile moves suddenly, as if it was just fired or thrown. If a creature is in the line of fire, the missile makes an attack which adds your spell attack bonus to the attack roll, and does the basic damage of whatever missile type was used (missiles that very by launcher use the highest possible damage dice).


Zone of Altered Time
9th-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of hourglasses, worth at least 100gp each)
Duration: 1 hour

You create a transparent magical zone where time flows differently in a 50-foot cube centred on a point of your choice within range. No material, spell or effect can pass into or out of the zone unless it travels through another plane of existence to do so (such as by using Misty Step, Etherealness or Dimension Door). Choose one of the following effects for the zone.
Dilated Time. Time passes slower inside the zone, so that any creatures inside it experience 10 minutes for every hour that passes outside.
Hyperbolic Time. Time passes faster inside the zone, so that any creatures inside it experience 24 hours for every hour that passes outside.

Ziegander
2015-08-07, 08:24 AM
These are all amazingly well balanced. Most of the time when someone homebrews chronomancy we get stuff like 3.5 Celerity, but you've taken care with these spells and shown creative restraint. Well done!

My favorites are the cantrip ( though it does need toned down a little I think) and Industrious Worker. I'm kind of in love with that one...

Ninja_Prawn
2015-08-07, 08:32 AM
These are all amazingly well balanced. Most of the time when someone homebrews chronomancy we get stuff like 3.5 Celerity, but you've taken care with these spells and shown creative restraint. Well done!

Thank you! I'm not familiar with Celerity. What did it do? I might be able to make a sensible version. Edit: yeah, ok. There's nothing to salvage in that spell. It was made of broken.


My favorites are the cantrip ( though it does need toned down a little I think)

Which one? Moment to Think? I was worried, because it's based on the mechanics of Time Stop, but I tried to make it impossible to do anything really crazy with it.

Gr7mm Bobb
2015-08-07, 09:50 AM
First off, thumbs up. I am not a fan of time travel, time manipulation on the second hand is totally legit. I have a player who made a sorcerous origin based on chronomancy for NPCs that uses his sorcery points to go back in time and only recovers the points when he catches up to where he jumped back. I have a feeling he would be the better judge of these. Overall, I like the way haste has been broken into lower level bursts of second level spells, well done. This just makes me want to make a Time Cleric Domain. . . hmmm let me know if you want me to post it to the playground when its done.

Ninja_Prawn
2015-08-07, 10:04 AM
This just makes me want to make a Time Cleric Domain. . . hmmm let me know if you want me to post it to the playground when its done.

Yes, go ahead. I was planning to do a sorcerous origin myself, though I'm still not sure exactly how I'd work it. I wanted to get the spells straight first.

The Tyler
2015-08-07, 10:21 AM
I love these. I may try to put together an Arcane Tradition for the wizard.


My favorites are the cantrip ( though it does need toned down a little I think) and Industrious Worker. I'm kind of in love with that one...

I think Industrious Worker is great. In what way do you think the cantrip needs to be toned down? I can't think of anything overpowered that could be done with it, but I fully admit to having little experience with 5e up to this point.

Ninja_Prawn
2015-08-07, 01:41 PM
Update: new spells added, Delay and Slow Thinking. Did I put them at the right levels?

Ziegander
2015-08-07, 03:20 PM
With the cantrip I worry that you can physically manipulate any creature/object within 5ft of you short of attacking them. Even if you could only manipulate objects/the environment within 5ft of you per casting (or yourself), it seems like an abusable cantrip. I would advise removing the ability to interact with anything that is not youself or something currently attached to you. At that point, I feel like it would be on par with Thaumaturgy/Prestidigitation, something with lots of flavor as well as interesting niche uses. In fact, maybe try to think of a few built in things you can do with it like that line of cantrips does - why not literally make it the Chronomancer's Prestidigitation?

ImSAMazing
2015-08-07, 03:24 PM
For which classes are these spells, maybe add it to the label?

Ninja_Prawn
2015-08-07, 04:46 PM
With the cantrip I worry that you can physically manipulate any creature/object within 5ft of you short of attacking them. Even if you could only manipulate objects/the environment within 5ft of you per casting (or yourself), it seems like an abusable cantrip. I would advise removing the ability to interact with anything that is not youself or something currently attached to you. At that point, I feel like it would be on par with Thaumaturgy/Prestidigitation, something with lots of flavor as well as interesting niche uses. In fact, maybe try to think of a few built in things you can do with it like that line of cantrips does - why not literally make it the Chronomancer's Prestidigitation?

Aside from the fact the Manipulate Clockwork is clearly the Chronomancer's Prestidigitation, I can reword it you can only interact with objects worn by you. But that's kind of what the spell is for. Things (of consequence) I imagine you could do with it:


Hide.
Cunning Action Hide.
Second Wind.
Activate an item (magical or otherwise).
Make Intelligence or Wisdom (Insight, Medicine or Perception) checks.
Set a trap.
Get another saving throw to recover from an ongoing effect.
Apply non-magical healing.
Swap around weapons, shields, etc.
...okay, that is pretty good. It does have to be limited to objects on your person. Maybe it even needs to be a level 1 spell?


Though only bonus actions are actually useful; anything that's a full action could be done anyway, without casting the cantrip. Actually, would it be better to change it to a bonus action to cast? That way, you're 'manufacturing' a reduced-utility action, rather than a bonus action. Hmmmm...


For which classes are these spells, maybe add it to the label?

I have intentionally left that open for now.

JNAProductions had mentioned doing an Arcane Trickster variant using them, Gr7mm Bobb wants to do a Time Cleric, The Tyler thinks it could be an Arcane Tradition, and I'm planning a Sorcerous Origin and a Bardic College.

Edit: I'm actually going to do a subclass for every class, if I can. See here (https://www.dropbox.com/s/kphn7s8xqlfr4fp/Chronomancy.pdf?dl=0) for the WiP document.

Prince Zahn
2015-08-07, 05:14 PM
I gotta say these are very impressive. I really do like the concept of Chronomancy, even tried to design a class with it at one point. A little difficult given people's innate desire to blow time magic out of proportion. One of my lessons learned is to minimize my fiddling with action economy, though I think you have more than proven that you are responsible with time magic :smallcool:

Nitpick: Is 26 AC even hittable at any given level? How does this compare to similar abilities of it's level or higher?

For future spells, perhaps you could consider adding an effect(s) reminiscent of Déjà vu (http://www.d20srd.org/srd/psionic/powers/dejaVu.htm) (from 3.5 psionics), a spell that makes other spell durations last shorter/longer, or a more exploration-based, smaller scale, and visual only/no-touchy spell that would be like sensitivity to psychic impressions (http://www.d20srd.org/srd/psionic/powers/sensitivitytoPsychicImpressions.htm) to get a "Ghost of Christmas Past" sort of feel.

Overall I really dig your ideas on time magic, and I hope you don't stop!:smallbiggrin: Question: if I ever get my 5e time mage up and running, would you mind if I use some/all of these spells in it's spell list?:smallsmile:

I make no promise that I can complete it, as I am passionately loyal to perfecting the 5e Binder (see: my sig) but if I do...

Ninja_Prawn
2015-08-07, 05:39 PM
I gotta say these are very impressive. I really do like the concept of Chronomancy, even tried to design a class with it at one point. A little difficult given people's innate desire to blow time magic out of proportion. One of my lessons learned is to minimize my fiddling with action economy, though I think you have more than proven that you are responsible with time magic :smallcool:

Thank you! I can't believe that everyone likes these so much!


Nitpick: Is 26 AC even hittable at any given level? How does this compare to similar abilities of it's level or higher?

I admit that both 26 and the spell level were complete guesses. The only similar thing I had to go by was Barkskin, which is 16 AC at spell level 2.

With an ability score of 20 and a prof. bonus of +6, your hit modifier (before bonuses from magic weapons or the archery style) is +11, for a maximum of 31. So 26 is numerically hittable, plus monsters often have STR or DEX higher than 20 (and can have prof. higher than +6). Hmm... the highest-AC monster in the MM is the Tarrasque, at 25. Perhaps I should drop it to that.


For future spells, perhaps you could consider adding an effect(s) reminiscent of Déjà vu (http://www.d20srd.org/srd/psionic/powers/dejaVu.htm) (from 3.5 psionics), a spell that makes other spell durations last shorter/longer, or a more exploration-based, smaller scale, and visual only/no-touchy spell that would be like sensitivity to psychic impressions (http://www.d20srd.org/srd/psionic/powers/sensitivitytoPsychicImpressions.htm) to get a "Ghost of Christmas Past" sort of feel.

I will certainly consider them! I'm not a 3.5 player, so I'm not that familiar with those abilities. I'd be most grateful if people could point out more if there are any.


Overall I really dig your ideas on time magic, and I hope you don't stop!:smallbiggrin: Question: if I ever get my 5e time mage up and running, would you mind if I use some/all of these spells in it's spell list?:smallsmile:

I make no promise that I can complete it, as I am passionately loyal to perfecting the 5e Binder (see: my sig) but if I do...

Yes, feel free to use or modify anything I post here. I wouldn't be posting it if it wasn't for sharing!

Ninja_Prawn
2015-08-07, 05:41 PM
an Arcane Trickster variant

To wit:

Temporal Trickster (Roguish Archetype)
Of the rogues who dabble in magic, only a few the aptitude to master chronomancy. These skillful characters are found in a variety of professions, for the ability to manipulate time is immensely useful in all manner of roguish pursuits.

Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn three cantrips: Moment to Think and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Temporal Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and chronomancy spells on the wizard spell list.
The Spells Known column of the Temporal Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or chronomancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell o f your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or chronomancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Moment of Wandering Thoughts
Starting at 3rd level, when you cast Moment to Think, you can perform the following additional tasks during your free turn:


You can move up to 10 feet.
You can attempt to pick a lock or disarm a trap.
You can benefit from drinking potions.


Blur of Movement
By 9th level, your control over temporal magics enables you to move with incredible speed. You add 10 feet to your base movement speed and you can now use your Cunning Action to take the Dodge action.

At the Speed of Thought
At 13th level, you can choose to cast Moment to Think as a bonus action. Furthermore, you are no longer required to perform the spell's vocal component.

Thief of Time
At 17th level, you gain the ability to cast Lesser Time Stop once per long rest.

Ninja_Prawn
2015-08-07, 05:42 PM
Post reserved for:

The College of Clockwork (Bardic College)
The College of Clockwork is an association of bards who have a particular interest in both chronomancy and machinery. Unlike other bards, these tend to be methodical, organised and punctual, though some of them have been known to behave with wild abandon when inspired to work on a new project.

Horologist
When you join the College of Clockwork at 3rd level, you add all of the spells from the school of chronomancy to the list of spells that are available to you.
In addition, you gain proficiency with tinker's tools. Using those tools, you can spend 1 hour and 25 gp worth of materials to construct a tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Pocketwatch. The device tells the time in hours and minutes.
Timer. The device can be set to a time from 1 minute to 1 hour, in 1 minute increments. You can then use an action to activate it, from which point it counts down towards zero. The device gives no outward indication that it is counting except for a faint tick (DC 20 Wisdom (Perception) check to hear if you are within 10 feet). When it reaches zero, it either rings a bell, creating noise, or strikes a flint, creating sparks.
Music Box. When opened, this music box plays a song at a volume of your choosing. The box stops playing when it reaches the song’s end or when it is closed. You can fit the music box with up to three different songs, which can be selected by changing a setting on the box.

Time Skip
Also at 3rd level, you gain the ability to cause minor fluctuations in time. When you roll initiative, you can expend one use of Bardic Inspiration to give a creature you can see within 120 feet either advantage or disadvantage (your choice) on their initiative roll. You may expend multiple uses to target multiple creatures.
You cannot use this ability if you are surprised.

Mechanical Enhancement
Starting at 6th level, you can spend 8 hours creating a mechanical enhancement that can be worn by a humanoid. You can benefit from the device yourself or give it to another creature. A creature gains a benefit determined by the type of enhancement as long as it wears the device. When you create the enhancement, choose from the following options:

Darkvision Goggles. You have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Electrified Glove. Your unarmed strikes deal 1d6 lightning damage. You can hold other items in the gloved hand as normal.
Eye Lenses. You have advantage on Intelligence (Investigation) checks to discern details within 1 foot.
Shock-Absorbing Crampons. Your jumping distance is doubled, and if you take falling damage, the damage is halved and you always land on your feet.
You can only maintain one of these devices at a time, so if you create a new mechanical enhancement, the previous one ceases to function. If you dismantle and re-assemble your enhancement, you need only 4 hours to convert it into a different type of device.

Robotic Companion
At 14th level, you learn to construct more complex clockwork devices. You can now spend 1 hour and 1,000gp of materials constructing a medium automaton (stats to follow, CR will be maximum 1), which possesses rudimentary sentience. It is friendly towards you and your companions and takes its own turns in combat (on its own initiative). It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the automaton, it defends itself from hostile creatures but otherwise takes no actions.
The automaton ceases to function after 24 hours (unless you spend 1 hour repairing it to keep it functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have only one automaton active at a time.
The DM has the automaton’s statistics.

Ziegander
2015-08-07, 05:45 PM
Nitpick: Is 26 AC even hittable at any given level? How does this compare to similar abilities of it's level or higher?

Of course it is. Starting at 4th character level or CR 5 or so, AC 26 is hittable. Now, I don't know how often non-player creatures have an attack bonus in excess of +7 to 9, but PCs can easily have an attack bonus of, say, +10 or 11 by 10th level. By 20th level, AC 26 will still be "hard" for PCs and certainly monsters to hit, but still possible. For the opportunity cost of a 5th level spell slot, I'm not sure that it's really any more powerful than the Shield spell. Now, of course, Concentration up to 1 hour seems a little excessive. Maybe 1 minute is enough.

Ninja_Prawn
2015-08-07, 05:58 PM
Now, of course, Concentration up to 1 hour seems a little excessive. Maybe 1 minute is enough.

Good point. Imagine the stress it'd put on the target's body, being so jacked up for a whole hour!

Prince Zahn
2015-08-07, 06:18 PM
Even by high levels, where it's supposedly easier, it would take a really lucky roll to pierce that defense once. I would imagine a balancing point would be a save/roll to sustain the effect if the target somehow takes damage. Even though it's unlikely yet technically possible without a save or full damage effect, one can not simply do so with reasonable odds even at level 20 with advantage. Consider making the probability a little more fair, even though the intention of the spell is to rarely get hit.

Ninja_Prawn
2015-08-08, 06:20 AM
For future spells, perhaps you could consider adding an effect(s) reminiscent of Déjà vu (http://www.d20srd.org/srd/psionic/powers/dejaVu.htm) (from 3.5 psionics), a spell that makes other spell durations last shorter/longer, or a more exploration-based, smaller scale, and visual only/no-touchy spell that would be like sensitivity to psychic impressions (http://www.d20srd.org/srd/psionic/powers/sensitivitytoPsychicImpressions.htm) to get a "Ghost of Christmas Past" sort of feel.


Okay, I've made Déjà vu and Impressions of the Past (a sort of remix of Clairvoyance and the Knowledge Cleric's Visions of the Past). I felt I had to bump Impressions up to 4th level (Sensitivity is 2nd level), because it's really quite good. It kind of walks the line between divination and transmutation, but I tried to flavour it so that you were literally manipulating time so that your senses are in another time period. The whole time I was writing it, I was thinking of Farscape season 3 episode 5 (…Different Destinations). You could probably build a whole campaign on this spell...

Also, I've started on some subclasses. Suggestions/evaluations are welcome! Did I go too far with the robotic companion?

Ninja_Prawn
2015-08-09, 10:10 AM
More subclasses! PEACH please!
I'm open to suggestions regarding the incomplete subclasses.

Chrono-Knight (Martial Archetype)
A Chrono-Knight is a warrior who supplements their martial skill with supernatural powers drawn from the flow of time.

Rapid Action
When you choose this archetype at 3rd level, you learn to subtly influence the flow of time. You can add your proficiency bonus to all initiative rolls you make, even if you are surprised.

Stall
Also at 3rd level, you gain the ability to briefly slow time around another creature. As a bonus action, you may force a creature within 30 feet of you that you can see to make a Wisdom saving throw. If they fail, their AC is reduced by 2, they have disadvantage on Dexterity saving throws and they cannot take reactions until the start of your next turn. The save DC for this ability is equal to 8 + your Intelligence modifier + your proficiency bonus.
You can use this ability a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

Slow Motion
At 7th level, you learn to instinctively slow time when you are in danger. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your fighter level. In addition, you have advantage on saving throws made to avoid or resist traps.

Premonition
Starting at 10th level, you gain the ability to see events just before they happen. If a creature or object hits you with an attack, you can use your reaction to turn the hit into a miss.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Speed Boost
From 15th level, you are able to alter the flow of time around yourself in order to move with extreme speed. You can use this feature to cast Haste on yourself, requiring no spell components.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Future Sight
At 18th level, you further develop your ability to sense the future. Once per long rest, you can use this ability. For the next minute, you can’t be surprised, have advantage on attack rolls, ability checks and saving throws and other creatures have disadvantage on attack rolls against you. This ability can be ended early if you lose your concentration (as if you were concentrating on a spell).

Chronomancer (Arcane Tradition)
The chance to have power over past, present and future is one that many wizards find alluring, and thus the School of Chronomancy is a popular one, especially among transmuters and diviners. Chronomancers spend years studying the nature of space and time, eventually learning spells capable of stopping time altogether.

Chronomancy Savant
Beginning when you select this school at 2nd level, all of the chronomancy spells are added to your spell list and the gold and time you must spend to copy a Chronomancy spell into your spellbook is halved.

Pocket of Alternate Time
Starting at 2nd level, you can use an action to create a tiny, shadowy portal to a pocket dimension within 5 feet of your current location. Tiny or smaller objects can pass through the portal, and you can reach in with your hands. When opened, the portal leads to a demiplane that appears to be an empty room 2’ 6” in each dimension, made of wood or stone.
Inside the pocket dimension, time passes differently. When you create the dimension, you may choose to set it to faster or slower time. On a faster demiplane, 24 hours pass for every hour on the material plane. On a slower demiplane, 10 minutes pass for every hour on the material plane. Once set, the plane’s time cannot be changed.
After 1 minute, the portal disappears. If you use this ability again, you can choose to connect the same pocket dimension, or to create a new one. If you create a new demiplane, the old one ceases to exist and anything it contained is scattered across the astral plane.

Time Stands Still
At 6th level, when you move or take the Dash action, you can use this ability to freeze time. For the duration of this turn, you are not impeded by difficult terrain, are considered to be under the influence or a Water Walk spell and do not provoke opportunity attacks when you move out of an enemy’s reach.
Once you have used this ability, you cannot use it again until you finish a short or long rest.

Hastened Spellcasting
Starting at 10th level, when you are under the effect of a Haste spell or similar effect, you can use the additional action to cast a cantrip. You can do this even if you have already used your regular action to cast a spell or cantrip.

Master of Time
???

Circle of Time (Druid Circle)
Description.

<2nd level feature>

Time Ward
When you choose this circle at 2nd level, you gain the ability to ward yourself against harmful time magic. If you are targeted by an enemy’s Chronomancy spell, you can use your reaction to automatically pass the saving throw. If the spell does not normally allow a saving throw, you may use this ability to gain a Wisdom save against all of the spell’s effects.
At 5th level, you can also use this ability block a Chronomancy spell, even if it does not target you, exactly as if you had cast Counterspell (though you are not casting a spell and do not expend any spell slots). The equivalent level of this Counterspell is equal to the highest level of spell slot you have available.
At 15th level, you can use this ability as a reaction to someone casting Lesser Time Stop or Time Stop. Instead of countering the spell, you may instead choose to benefit from the spell as if you had cast it yourself. Both you and the original caster are able to move and act on your own initiative, and the spell will end early if either of you violate its terms.
You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you complete a long rest.

<6th level feature>

One with the Continuum
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a time elemental or a time dragon wyrmling.

<14th level feature>


Futuresoul (Sorcerous Origin)
Description.

Natural Chronomancy
Your soul is infused with time magic, giving you a natural facility with chronomancy. All of the Chronomancy spells are added to your spell list. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.

Futuresoul Bonus Spells


Sorcerer Level
Spells


1st
Déjà vu, Enhance Reflexes


3rd
Action, Burst of Speed


5th
Haste, Slow


7th
Curse of Aging, Impressions of the Past


9th
Evasiveness, Temporal Reversion



Spirit of Alacrity
At 1st level, your movement speed increases by 10 feet. Once you gain the Font of Magic feature, you may spend one sorcery point to take the Dash action as a bonus action.

Improved Quicken Spell
At 6th level, you learn the Quicken Spell Metamagic option. If you already know it, you may select another of your choice. Furthermore, you can use Quicken Spell in conjunction with one other Metamagic option and, if you use Quicken Spell on a cantrip, its cost is reduced to 1 sorcery point.

<14th level feature>

Reverse Time
At 18th level, your control over time is so complete that you can reverse time and rewrite events that have already happened. As a reaction to any creature dropping to zero hit points (including yourself), you can use this ability to reverse time for a few seconds. The game restarts from the beginning of the current turn. This time, however, the creature that fell automatically passes any saving throws it is required to make, adds +10 to its AC and has resistance to all damage until the end of the turn. The creature whose turn it is must take the same actions it took the first time.
Once you have used this ability, you cannot use it again until you complete a long rest.


Guardian of Time (Otherworldly Patron)

Infinity Ranger (Ranger Archetype)
The infinity ranger strides across time and space, forever seeking new frontiers and new wildernesses to explore. These enigmatic characters are famous for their ability to show up when they are most needed, and then disappear as soon as the crisis is over.

Extreme Speed
When you choose this archetype at 3rd level, you are able to move with extreme speed. Your base movement speed is increased by 10 feet and you are considered to be permanently under the effect of a Water Walking spell.

Free Action
At 7th level, you are able to act with complete freedom, unimpeded by the shackles of time. From now on, you are considered to be permanently under the effect of a Freedom of Movement spell.

Astral Step
At 11th level, you gain the ability to transport yourself to the Astral Plane. As an action, you can instantly transport yourself and anything you are carrying to a location of your choosing on the Astral Plane.
Once you have used this ability, you may not use it again until you complete a long rest.

Infinity Walker
By 15th level, you have become totally comfortable on the Astral Plane. Your movement speed on this plane is now 3 x (your Intelligence score + your Wisdom score), and you only require 1d4 x 5 hours of travel to find the colour pool you are looking for. You are also able to predict the currents of the Psychic Wind – you may roll two d20s for both your own mental effect and your party’s location effect and choose whichever results you prefer.



Oath of Perpetuity (Sacred Oath)
Description.
Tenets of Perpetuity

Oath Spells

Channel Divinity

Aura of Perpetuity

<15th level feature>

<20th level feature>


Time (Cleric Domain)

Way of Eternity (Monastic Tradition)

Gr7mm Bobb
2015-08-10, 12:36 PM
If you want you can use my Path of Celerity (http://www.giantitp.com/forums/showthread.php?424524-5e-Monk-Path-of-Celerity-PEACH) monk path for one of these Chrono-subclasses. I know it only focuses on one aspect of messing with time, but it's better than nothing atm.

Ninja_Prawn
2015-08-10, 01:05 PM
If you want you can use my Path of Celerity (http://www.giantitp.com/forums/showthread.php?424524-5e-Monk-Path-of-Celerity-PEACH) monk path for one of these Chrono-subclasses. I know it only focuses on one aspect of messing with time, but it's better than nothing atm.

Hmm... it's a nice tradition, but I've got something quite different in mind for my monks.

I might actually use some of this in my ranger archetype though, if that's ok.

Thank you!

Gr7mm Bobb
2015-08-10, 01:09 PM
Hmm... it's a nice tradition, but I've got something quite different in mind for my monks.

I might actually use some of this in my ranger archetype though, if that's ok.

Thank you!

Sounds legit, have at it.