Chronomancer
Subclass features
Chronomancer
Level 3Manipulate the Flow of Time
Chronomancy focuses on harnessing and manipulating the energies of flowing time. It is a perilous tradition, as a miscast spell can tear novices to pieces, spread them thinly across millennia, or even drop them wholesale into a new era. When properly cast, however, your magic lets you walk the generations with ease, ending most conflicts before they even begin.
Chronomancy Savant
Spells with the [Chronomancy] tag are added to the Wizard spell list for you. The spells Haste, Slow, and Time Stop have the [Chronomancy] tag.
Choose two Wizard spells with the [Chronomancy] tag, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell with the [Chronomancy] tag to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Retroactive Spell
Level 6When you roll Initiative and don't have Disadvantage on the roll, you can manipulate history to cast a spell before combat began. Cast a level 1-3 spell targeting yourself, expending a spell slot as normal (no action required). The spell must have a casting time of an action or a Bonus Action, a duration other than Instantaneous, and must not deal damage.
Lag Spell
Level 10When you cast a level 1+ Wizard spell, you can choose to delay its effect. Choose the spell's targets and whether you delay its effect for one, two, or three rounds, and expend the spell slot. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers at the start of your turn after the chosen number of rounds. You can cast a spell with a spell slot on the same turn that the delayed spell triggers.
You don't maintain Concentration on a delayed spell that requires Concentration until it takes effect. If any conditions change between casting and when the spell takes effect that would make the spell impossible—such as the target leaving the spell's maximum range—the spell dissipates with no effect.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Time Loop
Level 14When a creature you can see ends its turn, you can take a Reaction to freeze time for everyone but that creature while it takes an extra turn. No time passes for other creatures, including yourself if the target is another creature.
The target's extra turn ends early if one of the actions it takes, or any effects that it creates, affects a creature other than itself or an object being worn or carried by someone other than it.
Once you use this feature, you can't use it again until you finish a Long Rest.
Raw data
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"Chronomancy focuses on harnessing and manipulating the energies of flowing time. It is a perilous tradition, as a miscast spell can tear novices to pieces, spread them thinly across millennia, or even drop them wholesale into a new era. When properly cast, however, your magic lets you walk the generations with ease, ending most conflicts before they even begin.",
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"Spells with the {@filter [Chronomancy]|spells|subschool=chronomancy} tag are added to the Wizard spell list for you. The spells {@spell Haste|XPHB}, {@spell Slow|XPHB}, and {@spell Time Stop|XPHB} have the [Chronomancy] tag.",
"Choose two Wizard spells with the [Chronomancy] tag, each of which must be no higher than level 2, and add them to your spellbook for free.",
"In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell with the [Chronomancy] tag to your spellbook for free. The chosen spell must be of a level for which you have spell slots."
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"When you roll {@variantrule Initiative|XPHB} and don't have {@variantrule Disadvantage|XPHB} on the roll, you can manipulate history to cast a spell before combat began. Cast a level 1-3 spell targeting yourself, expending a spell slot as normal (no action required). The spell must have a {@filter casting time|spells|level=1;2;3|class=wizard|damage type=!acid;!bludgeoning;!cold;!fire;!force;!lightning;!necrotic;!piercing;!poison;!psychic;!radiant;!slashing;!thunder|cast time=action;bonus|Duration=[&1 Round;&Special]} of an action or a {@variantrule Bonus Action|XPHB}, a duration other than Instantaneous, and must not deal damage."
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"When you cast a level 1+ Wizard spell, you can choose to delay its effect. Choose the spell's targets and whether you delay its effect for one, two, or three rounds, and expend the spell slot. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers at the start of your turn after the chosen number of rounds. You can cast a spell with a spell slot on the same turn that the delayed spell triggers.",
"You don't maintain {@status Concentration|XPHB} on a delayed spell that requires {@status Concentration|XPHB} until it takes effect. If any conditions change between casting and when the spell takes effect that would make the spell impossible—such as the target leaving the spell's maximum range—the spell dissipates with no effect.",
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"When a creature you can see ends its turn, you can take a {@variantrule Reaction|XPHB} to freeze time for everyone but that creature while it takes an extra turn. No time passes for other creatures, including yourself if the target is another creature.",
"The target's extra turn ends early if one of the actions it takes, or any effects that it creates, affects a creature other than itself or an object being worn or carried by someone other than it.",
"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."
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