You can help D&D Wiki by better balancing the mechanics of this page. When the As a Chronomancer you gain the following class features. Hit Points. A lot of spells are already in the Player’s Handbook or Elemental Evil Player’s Companion, others are mostly from the D&D homebrew wiki, but. Post with votes and views. Tagged with dnd5e, dndhomebrew; Shared by Dicelord. Chronomancer for Dnd 5e.

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When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page’s talk page before making any edits.

Edit this Page All pages needing balance. While not as strong a caster as sorcerers or wizards, chronomancers manipulation of time extends beyond any normal means of magic. Harnessing the ability to go brief moments back in time and change the outcomes of certain situations seems godlike but a chronomancer makes it look easy.

In the end, chronomancers are feared more than any other beings since they erase something from existing. A contest between two or more chronomancers is something unbearable to watch because one cannot follow the actions of combat while the participants continually change the outcome of every move against one another. A Chronomancer is a manipulator of time, they are very powerful. Though their magic may not be as raw as a sorcerers or as studied as a wizards, it is undeniably powerful.

You can make a chronomancer quickly by choosing Wisdom as your highest ability score. Choose perception as one of your skills. At 1st level, as a bonus action, you can rewind a portion of time for a creature you can see within 60ft of you. The creature you target has any damage taken healed since your last turn. You can use this ability a number of time equal to your Wisdom modifier.

You regain all uses after a long rest. At 1st level, as an action, you may target one creature within 60ft.


The target must succeed a Wisdom saving throw against your spell DC or it’s speed is halved and has disadvantage on Dexterity saving throws for 1 minute. You can use this feature a number of times equal to your Wisdom modifier.

You regain all uses after a short chronomancr long rest. For some reason, the forces of time manipulation have bestowed upon you the ability to cast spells. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list.

Spell Slots The Chronomancer table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher Starting at 2nd level, you know two 1st-level spells of your choice from the wizard spell list. chronomanecr

The Chronomancer Race for Dungeons & Dragons (D&D) Fifth Edition (5e) – D&D Beyond

The Spells Known column of the Chronomancer table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you chronommancer choose one of the wizards spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Wisdom is your spellcasting ability for your chronomancer spells. You use your Wisdom whenever a spell refers to your spellcasting ability.

In addition, you use your Wisdom modifier when setting the saving throw DC for a chronomancer spell you cast and when making an attack roll with one. Spellcasting Focus You can use an arcane focus, such as an hourglass, as a spellcasting focus for your chronomancer spells.


Starting at level 2, who needs luck when you can go back a brief moment in time? As a reaction, you may reroll any ability check or skill check you have just rolled, and you must accept the result of the second roll. You may use this feature a number of times equal to your Wisdom modifier.

At 3rd level, a chronomancer chooses one of two eras: Clockwork Creator or Planar Voyager. Eras aren’t exactly periods of time for chronomancer but more of the knowledge gathered from a specialty throughout all time. Eras focus on expanding on new ideas rather than building on a chronomancers innate abilities.

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Beginning at 5th level, you speed time for yourself making your own movements lightning fast. Your movement speed is increased by 10ft and you gain advantage on Dexterity saving throws while you are wearing light or no armor.

Starting at 6th level, you can bring the full power of time down upon the armor or weaponry of your opponent. As an action, chronomanfer an object chronokancer 60ft to make a range spell attack against, disadvantage against magical objects. On hit, the object ages one hundred years causing any non-metal to crumble,crack and weather. Any metal parts start to rust and crack.

Weapons affected deal half damage and armor provides half of its previous AC. You may use it any number of times equal to your Wisdom modifier. Beginning at 7th level, as a bonus action, you can make a weapon out of solidified time that lasts until you dismiss it, you make another chgonomancer or someone other than you picks it up.

Ranged weapons create their ammunition as part of the attack, but can also use normal ammunition. You are proficient with chrojomancer weapon that you make and when you attack with this weapon, it deals the normal damage for chtonomancer weapon of its type plus 1d6 force damage and is treated as magical for purposes of overcoming damage reduction. In addition, on a failed Constitution save the target ages one year, DC equals your chronomancer level. A target cannot be aged this way for another year.

At level 11, this damage increases to 2d6 and increases again at level 17 to 3d6. Beginning at level 8, when you would take a lethal blow you can halt yourself at 1 HP then as a reaction rewind time to the beginning of the encounter. Your HP level as well as spell uses remain the same.

You can do this without penalty once per long rest. You can use this ability 3 times after the initial use. Beginning at 9th level, you may use an action to warp reality in a target’s mind within 60 ft. The target must pass a Wisdom saving throw or they believe an illusion to be real in all aspects. If you transform the area into a hazardous environment fire, lightning, cold, etc they take 5d10 damage of the chosen element.

If you transform the terrain into a difficult one they get the movement penalty. Finishing a long rest restores all uses of this feature. Beginning at 10th level, when you move you take a step out of time, then come back into the present. Once per turn, as part of your movement, you may teleport into an unoccupied space that you can see.

This does not provoke attacks of opportunity. Beginning at 11th level, when the result of an attack would hit you, as a reaction you may expend a spell slot to make your opponent reroll their attack. If the spell slot it 5th level or higher, your opponent must pass a Wisdom saving throw or have disadvantage on the attack as well. Beginning at 14th level, your short rest is at least 30 minutes long and your long rests are at dd 4 hours long.


Half of the standard resting time. Beginning at 15th level, you may use an action to grant all allies you can see an action. They must use this granted action immediately. You must finish a long rest before using this feature again. Beginning at 17th level, your understanding in the manipulation of the universe has given you the ability to make dramatic changes in short bursts.

Once per long rest you may cast the wish spell. Beginning at 20th level, using an action, you stop the world around you and rip the barrier of time causing any creatures within 10ft of you, including your allies, to be erased from time if they fail a Constitution saving throw. On a successful saving throw, creatures still take 10d10 force chronomancre. After you use this feature you suffer three levels of exhaustion. A creator of clockwork machinations.

You are able to summon Chrono Contruct but only one at a time. Beginning at 3rd level, you can use an action to make any clockwork creature with a challenge rating chronommancer 1 or lower. A clockwork creature summoned this way disappears when it has 0 hit points or after 1 hour. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to it no action required by you.

If you don’t issue any commands to it, they defend themselves from hostile creatures, but otherwise take no actions. You must finish a short or long rest before hcronomancer this feature again.

The soldier can make attacks using its fists 2d4 bludgeoningitems that it is able to hold or by using Chronos Weaponry that you create for it, otherwise it will fight using its pipe 2d8 bludgeoning. Soldier can attack up to 3 times per turn. As a bonus action Soldier is able to screech its gears and all enemies that hear must make a DC 14 CON save or be disorientated.

Disoriented enemies have disadvantage on attacks, savings rolls and skill checks while allies have advantage on attacks, saving rolls and skill checks against them. It can not use this on its following turn. During their turn they must remake the saving roll with disadvantage, on a failed roll they take 6d4 psychic damage and lose their turn, and on a successful roll they take 4d4 and are cleared from Mental Cringe.

After failing the roll for a 3rd time they will be rendered unconscious, any attacks made against them are guaranteed to hit and are considered critical after taking this damage they awaken in a groggy state where they have half movement for 1 turn. You are able to summon soldier 3 times a day increasing to 5 times at 8th level, 7 times at 11th level and 10 times at 15th level.

You are able to summon a max of 3 soldiers at a time. Summoning another soldier will cause the oldest soldier to detonate dealing 3d12 fire damage chronomaancer anyone with 10ft upon detonation soldier will not screech its gears.

Beginning at 10th level, time itself is imbued in your weaponry.