Chronomancers study time as a tangible current: a flow that can be read, tugged, and briefly diverted. They are full spellcasters who excel at controlling the tempo of a fight, escaping danger by returning to a place they recently occupied, and creating openings for allies. Their strongest techniques can suspend a moment, but even the greatest chronomancer cannot rewrite history without consequence.
Full Caster; battlefield control, tactical repositioning, and support through timing manipulation.
CChronomancer
At a glance
Level
1
Proficiency
+2
bonus at this level
Chronal Charges
Hit die d6
PrimaryIntelligenceConstitution
Features
19, levels 1 to 20
1Level 1, reached
Spellcasting
You can cast spells and use a spellbook-like chronicle to record your prepared spells. Intelligence is your spellcasting ability; see Spellcasting or Powers for your spell-slot progression and preparation rules.
Eyes of the Unhour
As a bonus action, you can make your eyes glow with visible temporal threads for 1 minute or until you dismiss the effect (no action). While they glow, you have Advantage on Charisma (Intimidation) checks. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses when you finish a Long Rest.
Temporal Anchor
You have a pool of Chronal Charges equal to your Proficiency Bonus, regained when you finish a Long Rest. As a bonus action, spend 1 charge to mark the space you occupy until the end of your next turn; before the mark expires, you can use a bonus action to teleport to an unoccupied space you can see within 30 feet of that space. The mark ends if you are incapacitated or on a different plane.
3Level 3
Chronomancer Subclass
Choose the Chronomancer subclass that shapes your study of time: the Rewinder, the Paceweaver, or the Stillpoint. Your subclass grants features at levels 3, 6, 10, and 14.
Lingering Moment
Your Temporal Anchor lasts until the end of your next minute, and the teleport range increases to 60 feet. You can have only one anchor at a time.
4Level 4
Ability Score Improvement
5Level 5
Nudge the Moment
When you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your Reaction and spend 1 Chronal Charge to add or subtract 1d6 from the roll. You can decide after seeing the roll but before its effects are resolved.
7Level 7
Time-Sense
When you roll Initiative and have no Chronal Charges remaining, you regain 1 charge. You can also move through nonmagical difficult terrain without spending extra movement, as you anticipate the path of least resistance.
8Level 8
Ability Score Improvement
9Level 9
Practiced Revision
You can use Nudge the Moment without spending a Chronal Charge a number of times equal to your Intelligence modifier (minimum once), regaining all free uses when you finish a Long Rest.
11Level 11
Shared Return
When you use Temporal Anchor, you can bring one willing creature within 5 feet of you along, teleporting it to an unoccupied space within 5 feet of your destination. The creature must be no larger than you.
12Level 12
Ability Score Improvement
13Level 13
First to the Future
When you roll Initiative, you can choose to add your Intelligence modifier to the roll. You can do so after rolling, but before the DM announces turn order.
15Level 15
Deep Revision
When you use Nudge the Moment, you can roll 1d8 instead of 1d6. In addition, you regain 1 Chronal Charge when you finish a Short Rest, up to your maximum.
16Level 16
Ability Score Improvement
17Level 17
Folded Interval
When you use Temporal Anchor, you can teleport to the marked space without spending a bonus action, as part of the same bonus action that created the anchor. You can still use the later teleport option if you choose not to return immediately.
18Level 18
A Moment Apart
You can cast Time Stop once without expending a spell slot, regaining the ability to do so when you finish a Long Rest. When you cast it this way, you can choose one willing creature you can see within 30 feet to be unaffected by the spell.
19Level 19
Epic Boon
You gain an Epic Boon feat of your choice. You can also use Nudge the Moment when a creature you can see within 60 feet makes a damage roll, adding or subtracting 1d8 from one damage roll of that creature.
20Level 20
Master of the Current
When you roll Initiative and have fewer than 2 Chronal Charges, you regain charges until you have 2. Once on each of your turns, you can also move up to 10 feet without provoking Opportunity Attacks.
Core traits
Hit die
d6
Primary
IntelligenceConstitution
Saves
IntelligenceWisdom
Hit pointsHit Die: per Chronomancer level. Hit Points at 1st Level: 6 + your Constitution modifier. Hit Points at Higher Levels: (or 4) + your Constitution modifier per Chronomancer level after 1st.
DefensesHit Die: d6. Light armor proficiency supports defensive spellcasting, while Temporal Anchor offers limited repositioning rather than damage mitigation.
ArmorLight armor.
WeaponsSimple weapons.
ToolsNone.
Saving throwsIntelligence and Wisdom. Choose two skills from Arcana, History, Insight, Investigation, Medicine, Nature, and Religion.
ResourceChronal Charges: a pool equal to your Proficiency Bonus, normally regained on a Long Rest; certain higher-level features improve recovery. Charges fuel Temporal Anchor and Nudge the Moment.
MulticlassingPrerequisite: Intelligence 13. When you gain a level in a class other than your first, you gain light armor proficiency. For multiclass spell slots, add your Chronomancer levels to your levels in other spellcasting classes, following the multiclass spellcaster rules. You prepare Chronomancer spells separately and use Intelligence for them.
Spells and options
How it casts
Full spellcaster.
You learn and prepare spells from the Chronomancer spell list, using Intelligence as your spellcasting ability (Spell Save DC = 8 + your Proficiency Bonus + your Intelligence modifier; spell attack modifier = your Proficiency Bonus + your Intelligence modifier). You use the Wizard spell-slot progression, gaining spell slots up to 9th level at the same class levels as a Wizard. At 1st level, choose three 1st-level spells from the list to record in your chronicle; you prepare a number of Chronomancer spells equal to your Intelligence modifier + your Chronomancer level (minimum one), and can change your prepared spells when you finish a Long Rest. You can add two eligible Chronomancer spells to your chronicle when you gain each Chronomancer level, and can copy additional eligible spells into it using the standard spellbook copying rules. Your chronicle can be a book, set of inscribed strips, or another personal record.
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
4th-Level Spells
9th-Level Spells
Subclasses
3
Rewinder
A guardian who pulls people back from the edge of disaster.
Return to spaces occupied earlier in the round
Undo harm through limited personal revision
Protect allies from temporal backlash
Paceweaver
A battlefield conductor who decides who acts first.
Accelerate allies and disrupt enemy turns
Gain movement and initiative advantages
Share bursts of speed with nearby companions
Stillpoint
A patient controller who makes the world wait.
Create zones of slowed motion
Resist forced movement and temporal effects
Briefly suspend a threat at a critical moment
Playing one
What it is
Chronomancers study time as a tangible current: a flow that can be read, tugged, and briefly diverted.
They are full spellcasters who excel at controlling the tempo of a fight, escaping danger by returning to a place they recently occupied, and creating openings for allies. Their strongest techniques can suspend a moment, but even the greatest chronomancer cannot rewrite history without consequence.
How to play one
You are a flexible full caster who rewards careful timing more than raw damage.
Use control spells to slow a dangerous fight, keep a Temporal Anchor near a safe route, and reserve Chronal Charges for decisive repositioning or changing a crucial roll. Your class features complement your spells rather than replacing normal spell-slot management.
Make one
Personality
I pause before answering, as though listening for the best version of my reply.
Ideal
Every moment belongs to the people living it; I will not let tyrants claim the future.
Bond
I am searching for the person who vanished from my timeline, though everyone else insists they never existed.
Flaw
I keep trying to correct small mistakes, even when doing so risks making matters worse.
Quirk
Counts down silently before opening a door.
Personality
I pause before answering, as though listening for the best version of my reply.
I notice tiny changes in routine and remember them long after others forget.
I speak gently when others panic; urgency is just another current to steer.
I treat punctuality as a kindness and lateness as a small act of betrayal.
Ideals
Every moment belongs to the people living it; I will not let tyrants claim the future.
A stable timeline is worth sacrifice, even when the necessary choice is painful.
Possibility is sacred. No one should be trapped by the life they were born into.
Bonds
I am searching for the person who vanished from my timeline, though everyone else insists they never existed.
A mentor taught me that time is borrowed, and I owe them a debt I cannot repay.
I keep returning to the same place because someone I love is still waiting there.
Flaws
I keep trying to correct small mistakes, even when doing so risks making matters worse.
I struggle to trust promises; everyone can change their mind in the next moment.
I sometimes answer questions before they are asked, then cannot explain how I knew.
Quirks
Counts down silently before opening a door.
Turns a ring, coin, or other small object as if testing whether time flows evenly.
Uses phrases like “not yet” and “again, but differently.”
Keeps notes in several different inks to distinguish memory from prediction.
In the world
Training
Most chronomancers begin as students of arcane theory, history, or celestial observation.
Initiation comes when a learner successfully senses a moment's passage as a current and anchors themselves to a place they can later find again; traditions differ on whether this is taught through meditation, controlled magical experiments, or dangerous exposure to a temporal anomaly.
How others see them
Ordinary people often admire chronomancers as uncanny problem-solvers, but their ability to revisit a place or alter timing can make them seem untrustworthy.
Communities that have suffered temporal disturbances may welcome their expertise while insisting that they never meddle with local history.
Famous practitioners
ChronomancerIlyra VennA careful mediator who uses glimpses of possible futures to prevent feuds before they begin.
ChronomancerTovan MarrA battlefield scholar remembered for rescuing an entire company by repeatedly drawing them back from the brink.
ChronomancerSerev of the Still BellAn elusive chronomancer who claims to have retired decades ago, though witnesses keep meeting them at the same age.
Factions
The Meridian Compact
A discreet fellowship that trains members to observe temporal disturbances and intervene only when necessary.
The Archive of Unspent Hours
A loose network of scholars who collect contradictory histories and debate which versions deserve preservation.
The Brass Minute
A feared cabal of battlefield advisers who sell their ability to disrupt an enemy's timing to the highest bidder.
Regions
The Meridian Cities
In universities and observatories, chronomancers study celestial cycles, records, and the mathematics of recurring events.
The Shattermarch
Communities near unstable magical sites regard time magic as both a practical safeguard and a source of dread.
The Quiet Heights
Remote monasteries teach the discipline of watching a moment pass without trying to possess it.
Character hooks
You survived a disaster by instinctively stepping several heartbeats into your own past; now you are trying to learn what else you changed.
Your order sent you to retrieve a stolen hourglass said to contain a day that has not happened yet.
You have recurring memories of a life you never lived, including the face of someone who recognizes you.
A ruler hired you to prevent an assassination, but each attempt to alter events makes the culprit harder to identify.
You were born during a village-wide time fracture, and the elders believe you are its only remaining anchor.
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