Hriston
Dungeon Master of Middle-earth (He/him)
I have just uploaded Timelord to the downloads area.
This PC class is derived but differs substantially from Lewis Pulsipher’s Timelord NPC class published in Dragon #65 in September, 1982. I undertook the conversion for personal use, but am sharing it because I’ve seen some interest on EN World for a “chronomancer” type character and to receive feedback on the design. I’ve tried to remain as faithful to the original as possible while conforming to the conventions of 5th Edition. I’m beginning a personal playtest of the class soon, starting the character at 1st level as a variant human with the healer feat and the sailor background. Updates of anything useful learned from the playtest will be forthcoming.
Here's the full class for viewing:
Timelord
Folding the fabric of time around herself, a human winks out of existence, carrying her grappled opponent with her to be dealt with in isolation from its allies.
Chuckling to himself, a gnome squares off against an enemy wizard, watching as the wizard’s robes, along with the material spell components stored therein, rapidly age to destruction.
Timelords are members of an elite military order who have received intensive training that enables them to manipulate time.
The Power of Chronal Energy
Timelords spend years studying a non-magical energy that many call chronal energy. This energy permeates both space and time. Timelords harness this power to alter the flow of time around themselves and their opponents. As they gain experience, their mastery of chronal energy grants them more time-altering abilities. Wearing any large mass of metal prevents the flow of chronal energy, so timelords forgo metal armor and shields while using their chronal powers.
The Order of Timelords
Chapters of an order that exists to prevent time from being subverted or abused are spread throughout many worlds. These custodians of time hold annual competitions to determine which exceptionally intelligent young individuals will join their ranks. After years of training, initiates develop a non-linear perception of time and the ability to alter time itself.
Although they generally limit their activities to monitoring the past, present, and future for anomalies, the order will sometimes send timelords on clandestine missions to prevent threats to the fabric of time, counter the machinations of renegade timelords, preserve the existence of peoples and events which are unique in their importance to the timeline when they are threatened with eradication, or even to change history to prevent the occurrence of future disasters.
Creating a Timelord
As you create your timelord character, think about your connection to the chapter where you received your training. Were you taken from your family as a child? Did you compete to be admitted into the order because of family tradition or obligation? Or did you choose to aspire to join the order for yourself?
Consider why you adventure. Did the head of your chapter choose you for a particularly important mission? Perhaps you were sent into exile or labeled a renegade because of some violation of the order’s rules of non-intervention. Did your exposure to non-linear ways of perceiving time inspire your life of adventure, or did it frighten you into running away from the order, or even into going mad?
Quick Build
You can make a timelord quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the variant criminal: spy background.
Class Features
As a timelord, you have the following class features.
Hit Points
Hit Dice: 1d8 per timelord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per timelord level after 1st
Proficiencies
Armor: Light armor, medium armor, shields (timelords will not wear armor or use shields made of metal)
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Alternatively, you can ignore the equipment here and in your background, and buy 4d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.
The Timelord
[TABLE="class: outer_border, width: 800"]
[TR]
[TD="align: center"]Level[/TD]
[TD="align: center"]Proficiency Bonus[/TD]
[TD="align: center"]Chronal Energy Points[/TD]
[TD]Features[/TD]
[/TR]
[TR]
[TD="align: center"]1st[/TD]
[TD="align: center"]+2[/TD]
[TD="align: center"]1[/TD]
[TD]Timey-Wimey Attunement, Chronal Energy[/TD]
[/TR]
[TR]
[TD="align: center"]2nd[/TD]
[TD="align: center"]+2[/TD]
[TD="align: center"]2[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]3rd[/TD]
[TD="align: center"]+2[/TD]
[TD="align: center"]3[/TD]
[TD]Potentate of Time, Additional Chronal Powers[/TD]
[/TR]
[TR]
[TD="align: center"]4th[/TD]
[TD="align: center"]+2[/TD]
[TD="align: center"]4[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]5th[/TD]
[TD="align: center"]+3[/TD]
[TD="align: center"]5[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]6th[/TD]
[TD="align: center"]+3[/TD]
[TD="align: center"]6[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]7th[/TD]
[TD="align: center"]+3[/TD]
[TD="align: center"]7[/TD]
[TD]Evasion[/TD]
[/TR]
[TR]
[TD="align: center"]8th[/TD]
[TD="align: center"]+3[/TD]
[TD="align: center"]8[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]9th[/TD]
[TD="align: center"]+4[/TD]
[TD="align: center"]9[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]10th[/TD]
[TD="align: center"]+4[/TD]
[TD="align: center"]10[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]11th[/TD]
[TD="align: center"]+4[/TD]
[TD="align: center"]11[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]12th[/TD]
[TD="align: center"]+4[/TD]
[TD="align: center"]12[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]13th[/TD]
[TD="align: center"]+5[/TD]
[TD="align: center"]13[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]14th[/TD]
[TD="align: center"]+5[/TD]
[TD="align: center"]14[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]15th[/TD]
[TD="align: center"]+5[/TD]
[TD="align: center"]15[/TD]
[TD]Timey-Wimey Mind[/TD]
[/TR]
[TR]
[TD="align: center"]16th[/TD]
[TD="align: center"]+5[/TD]
[TD="align: center"]16[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]17th[/TD]
[TD="align: center"]+6[/TD]
[TD="align: center"]17[/TD]
[TD]Timelord's Reflexes[/TD]
[/TR]
[TR]
[TD="align: center"]18th[/TD]
[TD="align: center"]+6[/TD]
[TD="align: center"]18[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]19th[/TD]
[TD="align: center"]+6[/TD]
[TD="align: center"]19[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]20th[/TD]
[TD="align: center"]+6[/TD]
[TD="align: center"]20[/TD]
[TD]Stroke of the Clock[/TD]
[/TR]
[/TABLE]
Timey-Wimey Attunement
Starting at 1st level, you can attune to any item which affects time (such as a Staff of Withering) regardless of any prerequisite for attunement the item might have.
Chronal Energy
Starting at 1st level, your training allows you to harness chronal energy. Your access to this energy is represented by a number of chronal energy points. Your timelord level determines the number of points you have, as shown in the Chronal Energy Points column of the Timelord table.
You can spend these points to fuel various chronal powers. You start knowing six such powers: Hasten Individual, Slow Individual, Move Self Forward in Time, Move Object Forward in Time, See Past of a Person or Place, and Suspend Animation. You learn more chronal powers as you gain levels in this class.
When you spend a chronal energy point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chronal energy back into yourself. You must spend at least 30 minutes of the rest performing precise calculations to regain your chronal energy points.
Some of your chronal powers require concentration to maintain their effects. Concentrating on a chronal power follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a chronal power at the same time, nor can you concentrate on two chronal powers at the same time. See chapter 10, “Spellcasting”, in the Player’s Handbook for how concentration works.
Some of your chronal powers require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows:
Hasten Individual
As an action, you can spend 1 chronal energy point to choose a willing creature that you can see within 30 feet of you. For up to one minute and as long as you maintain concentration, the target gains a +1 bonus to AC and a +2 bonus to Dexterity saving throws, and it can use a bonus action on each of its turns to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Slow Individual
As an action, you can spend 1 chronal energy point to alter time around a Medium or smaller creature of your choice within 50 feet of you. The target must succeed on a Wisdom saving throw or be affected by this power for up to one minute as long as you maintain concentration.
An affected target's speed is halved, it takes a -2 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 11 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.
A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, the maximum size of the creature increases by one size category for each power level above 1st.
Move Self Forward in Time
As an action, you can spend 1 chronal energy point to send yourself and whatever you are carrying, even another creature, to a harmless demiplane. You and anything you take with you remain there for a number of rounds specified by you, up to a maximum of 2 rounds, at which point you reappear in the space you left or in the nearest unoccupied space if that space is occupied.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, you can increase the maximum time you can remain in the demiplane by 4 rounds for each power level above 1st.
Move Object Forward in Time
As an action, you can spend 1 chronal energy point to send a Tiny object that isn’t being worn or carried that you can see within 60 feet of you forward in time a maximum of 1 minute, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, the maximum time you can send an object forward in time increases by 2 minutes, and the maximum size of the object increases by one size category, for each power level above 1st.
See the Past of a Person or Place
You can spend 1 chronal energy point to call up visions of the past that relate to a living or non-living creature you touch or your immediate surroundings. You spend at least 1 minute maintaining concentration to see visions of recent events involving the creature or in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube) that occurred within a 12-hour period of your choosing, going back a maximum of 5 days. For each minute you maintain concentration, up to a number of minutes equal to your Intelligence score, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, the period of time you can choose to view increases by 1 day, and the maximum distance you can reach into the past increases by 10 days, for each power level above 1st.
Suspend Animation
As an action, you can spend 1 chronal energy point to fall into a state of suspended animation. Time ceases to flow for you, and you don't grow older.
You determine a period of time of up to 1 week that elapses before you awaken again. The effect also ends if you take any damage.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, the maximum period of time you may suspend yourself increases by 2 weeks for each power level above 1st.
Potentate of Time
Once you reach 3rd level in this class, you can spend additional chronal energy points to increase the level of a chronal power that you use, provided that the power has an enhanced effect at a higher level, as Move Self Forward in Time does. The power’s level increases by 1 for each additional chronal energy point you spend. For example, if you are a 3rd-level timelord and use Move Self Forward in Time, you can spend 2 chronal energy points to use it as a 2nd-level power (the power’s base cost of 1 chronal energy point plus 1).
The maximum number of chronal energy points you can spend to use a power in this way (including its base chronal energy point cost and any additional chronal energy points you spend to increase its level) is determined by your timelord level, as shown in the Chronal Powers and Energy Points table.
Chronal Powers and Energy Points
[TABLE="width: 600"]
[TR]
[TD="align: center"]Timelord Levels[/TD]
[TD="align: center"]Maximum Chronal Energy Points for a Power[/TD]
[/TR]
[TR]
[TD="align: center"]3rd-4th[/TD]
[TD="align: center"]2[/TD]
[/TR]
[TR]
[TD="align: center"]5th-6th[/TD]
[TD="align: center"]3[/TD]
[/TR]
[TR]
[TD="align: center"]7th-8th[/TD]
[TD="align: center"]4[/TD]
[/TR]
[TR]
[TD="align: center"]9th-10th[/TD]
[TD="align: center"]5[/TD]
[/TR]
[TR]
[TD="align: center"]11th-12th[/TD]
[TD="align: center"]6[/TD]
[/TR]
[TR]
[TD="align: center"]13th-14th[/TD]
[TD="align: center"]7[/TD]
[/TR]
[TR]
[TD="align: center"]15th-16th[/TD]
[TD="align: center"]8[/TD]
[/TR]
[TR]
[TD="align: center"]17th-20th[/TD]
[TD="align: center"]9[/TD]
[/TR]
[/TABLE]
Additional Chronal Powers
Starting at 3rd level, you learn additional chronal powers, which are detailed in the section below. You also learn additional chronal powers at 4th, 5th, 6th, 7th, 8th, 9th, and 10th level. The additional chronal powers are presented in alphabetical order. If a chronal power requires a level, you must be that level in this class to learn the chronal power.
Age Humanoid (7th Level Required)
As an action, you can spend 4 chronal energy points to attempt to age a humanoid that you can see within 10 feet of you. The target must make a Constitution saving throw. If it fails, it is aged physically, but not mentally, up to a maximum of 18 years, takes 4d8 necrotic damage, and has disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
At Higher Levels. When you use this power at the 5th chronal power level or higher, the maximum amount of time you can age a humanoid increases by 5 years and the damage increases by 1d8 for each power level above 4th.
Age Non-humanoid Living Matter (5th Level Required)
As an action, you can spend 3 chronal energy points to attempt to age a non-humanoid creature that you can see within 10 feet of you. The target must make a Constitution saving throw. If it fails, it is aged physically, but not mentally, up to a maximum of 13 years, takes 3d8 necrotic damage, and has disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
At Higher Levels. When you use this power at the 4th chronal power level or higher, the maximum amount of time you can age a non-humanoid increases by 5 years and the damage increases by 1d8 for each power level above 3rd.
Age Non-living Matter
As an action, you can spend 2 chronal energy points to age a Tiny object that you can see within 10 feet of you up to a maximum of 30 years. The target takes 2d8 necrotic damage. The DM might decide that necrotic damage is more effective against a particular object or substance than others.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the maximum time you can age an object increases by 20 years, the maximum size of the object increases by one size category, and the damage increases by 1d8 for each power level above 2nd. If you target a Huge or Gargantuan object with this power, you can choose to apply the damage to a Large or smaller section of it.
Alter the Past (7th Level Required)
As an action, you can spend 4 chronal energy points to attempt to undo a single recent event that occurred within 20 feet of you by forcing a reroll of a roll made within the last round (including your last turn). For example, you could attempt to undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. When you use this power in an attempt to adversely affect an opponent, that creature must make a Wisdom saving throw. If it fails, reality reshapes itself to accommodate the new result.
Hasten Group
As an action, you can spend 2 chronal energy points to choose up to three willing creatures that you can see within 5 feet of you. For up to one minute and as long as you maintain concentration, the targets gain a +1 bonus to AC and a +2 bonus to Dexterity saving throws, and can use a bonus action on each of their turns to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Move Enemy Group Forward in Time (5th Level Required)
As an action, you can spend 3 chronal energy points to target up to five creatures that you can see within 10 feet of you. The targets must succeed on a Wisdom saving throw or be sent forward in time a maximum of 5 rounds, at which point they reappear in the spaces they left or in the nearest unoccupied spaces if those spaces are occupied.
At Higher Levels. When you use this power at the 4th chronal power level or higher, you can target two additional creatures and the maximum interval you can send a creature forward in time increases by 2 rounds for each power level above 3rd.
Move Own Group Forward in Time
As an action, you can spend 2 chronal energy points to send up to three willing creatures that you can see within 10 feet of you to a harmless demiplane. The targets remain there for a number of rounds specified by you, up to a maximum of 6 rounds, at which point they reappear in the spaces they left or in the nearest unoccupied spaces if those spaces are occupied.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, you can target two additional creatures and the maximum time the targets can remain in the demiplane increases by 4 rounds for each power level above 2nd.
Move Single Enemy Forward in Time
As an action, you can spend 2 chronal energy points to target a creature that you can see within 10 feet of you. The target must succeed on a Wisdom saving throw or be sent forward in time a maximum of 3 rounds, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the maximum time you can send a creature forward in time increases by 2 rounds for each power level above 2nd.
Move Spell Forward in Time (7th Level Required)
As a reaction you take when you see a friendly creature casting a spell that has a magical effect you have seen before, you can spend 4 chronal energy points to attempt to move the spell’s effect forward in time up to a maximum interval of 7 rounds divided by the spell’s level. Make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell’s effect is sent forward in time.
At Higher Levels. When you use this power at the 5th chronal power level or higher, the maximum interval you can send a magical effect forward in time increases by 2 rounds divided by the spell’s level for each power level above 4th.
Partial Time Stop (7th Level Required)
As an action, you can spend 4 chronal energy points to attempt to briefly stop the flow of time for a creature you can see. The creature must make a Wisdom saving throw. If it fails, no time passes for the creature for 1d4 + 1 rounds, during which all other creatures can use actions and move as normal.
The effect on the creature ends if any of the actions anyone uses during this period, or any effects that anyone creates during this period, affect the creature or an object being worn or carried by the creature. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you used this power.
Reverse Age Humanoid (8th Level Required)
As an action, you can spend 4 chronal energy points to reverse the effects of the Age Humanoid chronal power on a humanoid that you can see within 10 feet of you, only if the power was used at the 4th chronal power level.
At Higher Levels. When you use this power at the 5th chronal power level or higher, the maximum chronal power level of the Age Humanoid chronal power of which you can reverse the effects increases by 1 for each power level above 4th.
Reverse Age Non-humanoid Living Matter (6th Level Required)
As an action, you can spend 3 chronal energy points to reverse the effects of the Age Non-humanoid Living Matter chronal power on a non-humanoid creature that you can see within 10 feet of you, only if the power was used at the 3rd chronal power level.
At Higher Levels. When you use this power at the 4th chronal power level or higher, the maximum chronal power level of the Age Non-humanoid Living Matter chronal power of which you can reverse the effects increases by 1 for each power level above 3rd.
Reverse Age Non-living Matter (4th Level Required)
As an action, you can spend 2 chronal energy points to reverse the effects of the Age Non-living Matter chronal power on a Tiny object that you can see within 10 feet of you, only if the power was used at the 2nd chronal power level.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the maximum chronal power level of the Age Non-living Matter chronal power of which you can reverse the effects increases by 1 for each power level above 2nd.
Reverse Superage (9th Level Required)
As an action, you can spend 5 chronal energy points to reverse the effects of the Superage chronal power on a target you can see within 10 feet of you, only if the power was used at the 4th chronal power level.
At Higher Levels. When you use this power at the 6th chronal power level or higher, the maximum chronal power level of the Superage chronal power of which you can reverse the effects increases by 1 for each power level above 5th.
See Possible Future of a Person (5th Level Required)
You can spend 3 chronal energy points to call up visions of a possible future that relate to a living creature you touch. You spend at least 1 minute maintaining concentration to see visions of likely future events involving the creature that may occur within a 2-hour period of your choosing, going forward a maximum of 1 day. For each minute you maintain concentration, up to a number of minutes equal to your Intelligence score, you learn about one significant event, beginning with the most imminent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
At Higher Levels. When you use this power at the 4th chronal power level or higher, the period of time you can choose to view increases by 4 hours and the maximum distance you can reach into the future increases by 2 days for each power level above 3rd.
See Possible Future of a Place
You can spend 2 chronal energy points to call up visions of a possible future that relate to your immediate surroundings. You spend at least 1 minute maintaining concentration to see visions of likely future events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube) that may occur within a 2-hour period of your choosing, going forward a maximum of 1 day. For each minute you maintain concentration, up to a number of minutes equal to your Intelligence score, you learn about one significant event, beginning with the most imminent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the period of time you can choose to view increases by 4 hours, and the maximum distance you can reach into the future increases by 2 days, for each power level above 2nd.
Slow Group
As an action, you can spend 2 chronal energy points to alter time around up to eight medium or smaller creatures of your choice within 50 feet of you. Each target must succeed on a Wisdom saving throw or be affected by this power for up to one minute as long as you maintain concentration.
An affected target's speed is halved, it takes a -2 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 11 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.
A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the maximum size of the creatures increases by one size category for each power level above 2nd.
Speed Group (5th Level Required)
As an action, you can spend 3 chronal energy points to choose up to three willing creatures of size Medium or smaller that you can see within 30 feet of you. For up to one minute and as long as you maintain concentration, the targets’ speeds are doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and can use a bonus action on each of their turns to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the effect ends, the targets suffer one level of exhaustion.
Speed Individual
As an action, you can spend 2 chronal energy points to choose a willing creature that you can see within 30 feet of you. For up to one minute and as long as you maintain concentration, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and can use a bonus action on each of its turns to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the effect ends, the target suffers one level of exhaustion.
Superage (8th Level Required)
As an action, you can spend 4 chronal energy points to age a target you can see within 10 feet of you at a fantastic rate. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this power must make a Constitution saving throw. On a failed save, the target takes 10d6 + 40 necrotic damage. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell, or by the Reverse Superage chronal power.
This power automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this power.
At Higher Levels. When you use this power at the 5th chronal power level or higher, the damage increases by 3d6 for each power level above 4th.
Temporal Stasis (7th Level Required)
As an action, you can spend 4 chronal energy points to touch a willing creature within your reach. The target falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
You can remove the effect with a single word, or you can set a condition for the effect to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This effect also ends if the target takes any damage.
Time Stop (8th Level Required)
As an action, you can spend 4 chronal energy points to attempt to briefly stop the flow of time for everyone but yourself. Each creature in the immediate area other than yourself must make a Wisdom saving throw. If it fails, no time passes for that creature for 1d4 + 1 rounds, during which all other creatures can use actions and move as normal.
The effect on the creature ends if any of the actions anyone uses during this period, or any effects that anyone creates during this period, affect the creature or an object being worn or carried by the creature. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you used this power.
Time Stop Group (10th Level Required)
As an action, you can spend 5 chronal energy points to attempt to briefly stop the flow of time for everyone but yourself and up to ten willing creatures that you can see within 10 feet of you. Each creature in the immediate area other than yourself and the creatures you have chosen must make a Wisdom saving throw. If it fails, no time passes for that creature for 1d4 + 1 rounds, during which all other creatures can use actions and move as normal.
The effect on the creature ends if any of the actions anyone uses during this period, or any effects that anyone creates during this period, affect the creature or an object being worn or carried by the creature. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you used this power.
At Higher Levels. When you use this power at the 6th chronal power level or higher, the maximum number of willing creatures you can choose to be unaffected by this power increases by two for each power level above 5th.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your 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.
Evasion
At 7th level, your ability to manipulate time lets you dodge out of the way of certain area effects, such as a black dragon’s acid breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Timey-Wimey Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Timelord’s Reflexes
When you reach 17th level, you have become adept at staying one step ahead of danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Stroke of the Clock
At 20th level, you have an uncanny knack for succeeding on an attack when you need to. If your attack misses a target within range, you can turn the miss into a hit.
Once you use this feature, you can’t use it again until you finish a short or long rest.
You can find the file here in the downloads section. Please use this thread for comments.
This PC class is derived but differs substantially from Lewis Pulsipher’s Timelord NPC class published in Dragon #65 in September, 1982. I undertook the conversion for personal use, but am sharing it because I’ve seen some interest on EN World for a “chronomancer” type character and to receive feedback on the design. I’ve tried to remain as faithful to the original as possible while conforming to the conventions of 5th Edition. I’m beginning a personal playtest of the class soon, starting the character at 1st level as a variant human with the healer feat and the sailor background. Updates of anything useful learned from the playtest will be forthcoming.
Here's the full class for viewing:
Timelord
Folding the fabric of time around herself, a human winks out of existence, carrying her grappled opponent with her to be dealt with in isolation from its allies.
Chuckling to himself, a gnome squares off against an enemy wizard, watching as the wizard’s robes, along with the material spell components stored therein, rapidly age to destruction.
Timelords are members of an elite military order who have received intensive training that enables them to manipulate time.
The Power of Chronal Energy
Timelords spend years studying a non-magical energy that many call chronal energy. This energy permeates both space and time. Timelords harness this power to alter the flow of time around themselves and their opponents. As they gain experience, their mastery of chronal energy grants them more time-altering abilities. Wearing any large mass of metal prevents the flow of chronal energy, so timelords forgo metal armor and shields while using their chronal powers.
The Order of Timelords
Chapters of an order that exists to prevent time from being subverted or abused are spread throughout many worlds. These custodians of time hold annual competitions to determine which exceptionally intelligent young individuals will join their ranks. After years of training, initiates develop a non-linear perception of time and the ability to alter time itself.
Although they generally limit their activities to monitoring the past, present, and future for anomalies, the order will sometimes send timelords on clandestine missions to prevent threats to the fabric of time, counter the machinations of renegade timelords, preserve the existence of peoples and events which are unique in their importance to the timeline when they are threatened with eradication, or even to change history to prevent the occurrence of future disasters.
Creating a Timelord
As you create your timelord character, think about your connection to the chapter where you received your training. Were you taken from your family as a child? Did you compete to be admitted into the order because of family tradition or obligation? Or did you choose to aspire to join the order for yourself?
Consider why you adventure. Did the head of your chapter choose you for a particularly important mission? Perhaps you were sent into exile or labeled a renegade because of some violation of the order’s rules of non-intervention. Did your exposure to non-linear ways of perceiving time inspire your life of adventure, or did it frighten you into running away from the order, or even into going mad?
Quick Build
You can make a timelord quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the variant criminal: spy background.
Class Features
As a timelord, you have the following class features.
Hit Points
Hit Dice: 1d8 per timelord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per timelord level after 1st
Proficiencies
Armor: Light armor, medium armor, shields (timelords will not wear armor or use shields made of metal)
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any martial melee weapon or (b) a shortsword
- (a) a wooden shield, (b) any simple weapon, or (c) a shortsword
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Leather armor and two daggers
Alternatively, you can ignore the equipment here and in your background, and buy 4d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.
The Timelord
[TABLE="class: outer_border, width: 800"]
[TR]
[TD="align: center"]Level[/TD]
[TD="align: center"]Proficiency Bonus[/TD]
[TD="align: center"]Chronal Energy Points[/TD]
[TD]Features[/TD]
[/TR]
[TR]
[TD="align: center"]1st[/TD]
[TD="align: center"]+2[/TD]
[TD="align: center"]1[/TD]
[TD]Timey-Wimey Attunement, Chronal Energy[/TD]
[/TR]
[TR]
[TD="align: center"]2nd[/TD]
[TD="align: center"]+2[/TD]
[TD="align: center"]2[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]3rd[/TD]
[TD="align: center"]+2[/TD]
[TD="align: center"]3[/TD]
[TD]Potentate of Time, Additional Chronal Powers[/TD]
[/TR]
[TR]
[TD="align: center"]4th[/TD]
[TD="align: center"]+2[/TD]
[TD="align: center"]4[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]5th[/TD]
[TD="align: center"]+3[/TD]
[TD="align: center"]5[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]6th[/TD]
[TD="align: center"]+3[/TD]
[TD="align: center"]6[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]7th[/TD]
[TD="align: center"]+3[/TD]
[TD="align: center"]7[/TD]
[TD]Evasion[/TD]
[/TR]
[TR]
[TD="align: center"]8th[/TD]
[TD="align: center"]+3[/TD]
[TD="align: center"]8[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]9th[/TD]
[TD="align: center"]+4[/TD]
[TD="align: center"]9[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]10th[/TD]
[TD="align: center"]+4[/TD]
[TD="align: center"]10[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]11th[/TD]
[TD="align: center"]+4[/TD]
[TD="align: center"]11[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]12th[/TD]
[TD="align: center"]+4[/TD]
[TD="align: center"]12[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]13th[/TD]
[TD="align: center"]+5[/TD]
[TD="align: center"]13[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]14th[/TD]
[TD="align: center"]+5[/TD]
[TD="align: center"]14[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]15th[/TD]
[TD="align: center"]+5[/TD]
[TD="align: center"]15[/TD]
[TD]Timey-Wimey Mind[/TD]
[/TR]
[TR]
[TD="align: center"]16th[/TD]
[TD="align: center"]+5[/TD]
[TD="align: center"]16[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]17th[/TD]
[TD="align: center"]+6[/TD]
[TD="align: center"]17[/TD]
[TD]Timelord's Reflexes[/TD]
[/TR]
[TR]
[TD="align: center"]18th[/TD]
[TD="align: center"]+6[/TD]
[TD="align: center"]18[/TD]
[TD]---[/TD]
[/TR]
[TR]
[TD="align: center"]19th[/TD]
[TD="align: center"]+6[/TD]
[TD="align: center"]19[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="align: center"]20th[/TD]
[TD="align: center"]+6[/TD]
[TD="align: center"]20[/TD]
[TD]Stroke of the Clock[/TD]
[/TR]
[/TABLE]
Timey-Wimey Attunement
Starting at 1st level, you can attune to any item which affects time (such as a Staff of Withering) regardless of any prerequisite for attunement the item might have.
Chronal Energy
Starting at 1st level, your training allows you to harness chronal energy. Your access to this energy is represented by a number of chronal energy points. Your timelord level determines the number of points you have, as shown in the Chronal Energy Points column of the Timelord table.
You can spend these points to fuel various chronal powers. You start knowing six such powers: Hasten Individual, Slow Individual, Move Self Forward in Time, Move Object Forward in Time, See Past of a Person or Place, and Suspend Animation. You learn more chronal powers as you gain levels in this class.
When you spend a chronal energy point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chronal energy back into yourself. You must spend at least 30 minutes of the rest performing precise calculations to regain your chronal energy points.
Some of your chronal powers require concentration to maintain their effects. Concentrating on a chronal power follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a chronal power at the same time, nor can you concentrate on two chronal powers at the same time. See chapter 10, “Spellcasting”, in the Player’s Handbook for how concentration works.
Some of your chronal powers require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows:
Chronal Energy save DC = 8 + your proficiency bonus + your Intelligence modifier
Hasten Individual
As an action, you can spend 1 chronal energy point to choose a willing creature that you can see within 30 feet of you. For up to one minute and as long as you maintain concentration, the target gains a +1 bonus to AC and a +2 bonus to Dexterity saving throws, and it can use a bonus action on each of its turns to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Slow Individual
As an action, you can spend 1 chronal energy point to alter time around a Medium or smaller creature of your choice within 50 feet of you. The target must succeed on a Wisdom saving throw or be affected by this power for up to one minute as long as you maintain concentration.
An affected target's speed is halved, it takes a -2 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 11 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.
A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, the maximum size of the creature increases by one size category for each power level above 1st.
Move Self Forward in Time
As an action, you can spend 1 chronal energy point to send yourself and whatever you are carrying, even another creature, to a harmless demiplane. You and anything you take with you remain there for a number of rounds specified by you, up to a maximum of 2 rounds, at which point you reappear in the space you left or in the nearest unoccupied space if that space is occupied.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, you can increase the maximum time you can remain in the demiplane by 4 rounds for each power level above 1st.
Move Object Forward in Time
As an action, you can spend 1 chronal energy point to send a Tiny object that isn’t being worn or carried that you can see within 60 feet of you forward in time a maximum of 1 minute, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, the maximum time you can send an object forward in time increases by 2 minutes, and the maximum size of the object increases by one size category, for each power level above 1st.
See the Past of a Person or Place
You can spend 1 chronal energy point to call up visions of the past that relate to a living or non-living creature you touch or your immediate surroundings. You spend at least 1 minute maintaining concentration to see visions of recent events involving the creature or in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube) that occurred within a 12-hour period of your choosing, going back a maximum of 5 days. For each minute you maintain concentration, up to a number of minutes equal to your Intelligence score, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, the period of time you can choose to view increases by 1 day, and the maximum distance you can reach into the past increases by 10 days, for each power level above 1st.
Suspend Animation
As an action, you can spend 1 chronal energy point to fall into a state of suspended animation. Time ceases to flow for you, and you don't grow older.
You determine a period of time of up to 1 week that elapses before you awaken again. The effect also ends if you take any damage.
At Higher Levels. When you use this power at the 2nd chronal power level or higher, the maximum period of time you may suspend yourself increases by 2 weeks for each power level above 1st.
Potentate of Time
Once you reach 3rd level in this class, you can spend additional chronal energy points to increase the level of a chronal power that you use, provided that the power has an enhanced effect at a higher level, as Move Self Forward in Time does. The power’s level increases by 1 for each additional chronal energy point you spend. For example, if you are a 3rd-level timelord and use Move Self Forward in Time, you can spend 2 chronal energy points to use it as a 2nd-level power (the power’s base cost of 1 chronal energy point plus 1).
The maximum number of chronal energy points you can spend to use a power in this way (including its base chronal energy point cost and any additional chronal energy points you spend to increase its level) is determined by your timelord level, as shown in the Chronal Powers and Energy Points table.
Chronal Powers and Energy Points
[TABLE="width: 600"]
[TR]
[TD="align: center"]Timelord Levels[/TD]
[TD="align: center"]Maximum Chronal Energy Points for a Power[/TD]
[/TR]
[TR]
[TD="align: center"]3rd-4th[/TD]
[TD="align: center"]2[/TD]
[/TR]
[TR]
[TD="align: center"]5th-6th[/TD]
[TD="align: center"]3[/TD]
[/TR]
[TR]
[TD="align: center"]7th-8th[/TD]
[TD="align: center"]4[/TD]
[/TR]
[TR]
[TD="align: center"]9th-10th[/TD]
[TD="align: center"]5[/TD]
[/TR]
[TR]
[TD="align: center"]11th-12th[/TD]
[TD="align: center"]6[/TD]
[/TR]
[TR]
[TD="align: center"]13th-14th[/TD]
[TD="align: center"]7[/TD]
[/TR]
[TR]
[TD="align: center"]15th-16th[/TD]
[TD="align: center"]8[/TD]
[/TR]
[TR]
[TD="align: center"]17th-20th[/TD]
[TD="align: center"]9[/TD]
[/TR]
[/TABLE]
Additional Chronal Powers
Starting at 3rd level, you learn additional chronal powers, which are detailed in the section below. You also learn additional chronal powers at 4th, 5th, 6th, 7th, 8th, 9th, and 10th level. The additional chronal powers are presented in alphabetical order. If a chronal power requires a level, you must be that level in this class to learn the chronal power.
Age Humanoid (7th Level Required)
As an action, you can spend 4 chronal energy points to attempt to age a humanoid that you can see within 10 feet of you. The target must make a Constitution saving throw. If it fails, it is aged physically, but not mentally, up to a maximum of 18 years, takes 4d8 necrotic damage, and has disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
At Higher Levels. When you use this power at the 5th chronal power level or higher, the maximum amount of time you can age a humanoid increases by 5 years and the damage increases by 1d8 for each power level above 4th.
Age Non-humanoid Living Matter (5th Level Required)
As an action, you can spend 3 chronal energy points to attempt to age a non-humanoid creature that you can see within 10 feet of you. The target must make a Constitution saving throw. If it fails, it is aged physically, but not mentally, up to a maximum of 13 years, takes 3d8 necrotic damage, and has disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
At Higher Levels. When you use this power at the 4th chronal power level or higher, the maximum amount of time you can age a non-humanoid increases by 5 years and the damage increases by 1d8 for each power level above 3rd.
Age Non-living Matter
As an action, you can spend 2 chronal energy points to age a Tiny object that you can see within 10 feet of you up to a maximum of 30 years. The target takes 2d8 necrotic damage. The DM might decide that necrotic damage is more effective against a particular object or substance than others.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the maximum time you can age an object increases by 20 years, the maximum size of the object increases by one size category, and the damage increases by 1d8 for each power level above 2nd. If you target a Huge or Gargantuan object with this power, you can choose to apply the damage to a Large or smaller section of it.
Alter the Past (7th Level Required)
As an action, you can spend 4 chronal energy points to attempt to undo a single recent event that occurred within 20 feet of you by forcing a reroll of a roll made within the last round (including your last turn). For example, you could attempt to undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. When you use this power in an attempt to adversely affect an opponent, that creature must make a Wisdom saving throw. If it fails, reality reshapes itself to accommodate the new result.
Hasten Group
As an action, you can spend 2 chronal energy points to choose up to three willing creatures that you can see within 5 feet of you. For up to one minute and as long as you maintain concentration, the targets gain a +1 bonus to AC and a +2 bonus to Dexterity saving throws, and can use a bonus action on each of their turns to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Move Enemy Group Forward in Time (5th Level Required)
As an action, you can spend 3 chronal energy points to target up to five creatures that you can see within 10 feet of you. The targets must succeed on a Wisdom saving throw or be sent forward in time a maximum of 5 rounds, at which point they reappear in the spaces they left or in the nearest unoccupied spaces if those spaces are occupied.
At Higher Levels. When you use this power at the 4th chronal power level or higher, you can target two additional creatures and the maximum interval you can send a creature forward in time increases by 2 rounds for each power level above 3rd.
Move Own Group Forward in Time
As an action, you can spend 2 chronal energy points to send up to three willing creatures that you can see within 10 feet of you to a harmless demiplane. The targets remain there for a number of rounds specified by you, up to a maximum of 6 rounds, at which point they reappear in the spaces they left or in the nearest unoccupied spaces if those spaces are occupied.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, you can target two additional creatures and the maximum time the targets can remain in the demiplane increases by 4 rounds for each power level above 2nd.
Move Single Enemy Forward in Time
As an action, you can spend 2 chronal energy points to target a creature that you can see within 10 feet of you. The target must succeed on a Wisdom saving throw or be sent forward in time a maximum of 3 rounds, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the maximum time you can send a creature forward in time increases by 2 rounds for each power level above 2nd.
Move Spell Forward in Time (7th Level Required)
As a reaction you take when you see a friendly creature casting a spell that has a magical effect you have seen before, you can spend 4 chronal energy points to attempt to move the spell’s effect forward in time up to a maximum interval of 7 rounds divided by the spell’s level. Make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell’s effect is sent forward in time.
At Higher Levels. When you use this power at the 5th chronal power level or higher, the maximum interval you can send a magical effect forward in time increases by 2 rounds divided by the spell’s level for each power level above 4th.
Partial Time Stop (7th Level Required)
As an action, you can spend 4 chronal energy points to attempt to briefly stop the flow of time for a creature you can see. The creature must make a Wisdom saving throw. If it fails, no time passes for the creature for 1d4 + 1 rounds, during which all other creatures can use actions and move as normal.
The effect on the creature ends if any of the actions anyone uses during this period, or any effects that anyone creates during this period, affect the creature or an object being worn or carried by the creature. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you used this power.
Reverse Age Humanoid (8th Level Required)
As an action, you can spend 4 chronal energy points to reverse the effects of the Age Humanoid chronal power on a humanoid that you can see within 10 feet of you, only if the power was used at the 4th chronal power level.
At Higher Levels. When you use this power at the 5th chronal power level or higher, the maximum chronal power level of the Age Humanoid chronal power of which you can reverse the effects increases by 1 for each power level above 4th.
Reverse Age Non-humanoid Living Matter (6th Level Required)
As an action, you can spend 3 chronal energy points to reverse the effects of the Age Non-humanoid Living Matter chronal power on a non-humanoid creature that you can see within 10 feet of you, only if the power was used at the 3rd chronal power level.
At Higher Levels. When you use this power at the 4th chronal power level or higher, the maximum chronal power level of the Age Non-humanoid Living Matter chronal power of which you can reverse the effects increases by 1 for each power level above 3rd.
Reverse Age Non-living Matter (4th Level Required)
As an action, you can spend 2 chronal energy points to reverse the effects of the Age Non-living Matter chronal power on a Tiny object that you can see within 10 feet of you, only if the power was used at the 2nd chronal power level.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the maximum chronal power level of the Age Non-living Matter chronal power of which you can reverse the effects increases by 1 for each power level above 2nd.
Reverse Superage (9th Level Required)
As an action, you can spend 5 chronal energy points to reverse the effects of the Superage chronal power on a target you can see within 10 feet of you, only if the power was used at the 4th chronal power level.
At Higher Levels. When you use this power at the 6th chronal power level or higher, the maximum chronal power level of the Superage chronal power of which you can reverse the effects increases by 1 for each power level above 5th.
See Possible Future of a Person (5th Level Required)
You can spend 3 chronal energy points to call up visions of a possible future that relate to a living creature you touch. You spend at least 1 minute maintaining concentration to see visions of likely future events involving the creature that may occur within a 2-hour period of your choosing, going forward a maximum of 1 day. For each minute you maintain concentration, up to a number of minutes equal to your Intelligence score, you learn about one significant event, beginning with the most imminent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
At Higher Levels. When you use this power at the 4th chronal power level or higher, the period of time you can choose to view increases by 4 hours and the maximum distance you can reach into the future increases by 2 days for each power level above 3rd.
See Possible Future of a Place
You can spend 2 chronal energy points to call up visions of a possible future that relate to your immediate surroundings. You spend at least 1 minute maintaining concentration to see visions of likely future events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube) that may occur within a 2-hour period of your choosing, going forward a maximum of 1 day. For each minute you maintain concentration, up to a number of minutes equal to your Intelligence score, you learn about one significant event, beginning with the most imminent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the period of time you can choose to view increases by 4 hours, and the maximum distance you can reach into the future increases by 2 days, for each power level above 2nd.
Slow Group
As an action, you can spend 2 chronal energy points to alter time around up to eight medium or smaller creatures of your choice within 50 feet of you. Each target must succeed on a Wisdom saving throw or be affected by this power for up to one minute as long as you maintain concentration.
An affected target's speed is halved, it takes a -2 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 11 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.
A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
At Higher Levels. When you use this power at the 3rd chronal power level or higher, the maximum size of the creatures increases by one size category for each power level above 2nd.
Speed Group (5th Level Required)
As an action, you can spend 3 chronal energy points to choose up to three willing creatures of size Medium or smaller that you can see within 30 feet of you. For up to one minute and as long as you maintain concentration, the targets’ speeds are doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and can use a bonus action on each of their turns to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the effect ends, the targets suffer one level of exhaustion.
Speed Individual
As an action, you can spend 2 chronal energy points to choose a willing creature that you can see within 30 feet of you. For up to one minute and as long as you maintain concentration, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and can use a bonus action on each of its turns to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the effect ends, the target suffers one level of exhaustion.
Superage (8th Level Required)
As an action, you can spend 4 chronal energy points to age a target you can see within 10 feet of you at a fantastic rate. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this power must make a Constitution saving throw. On a failed save, the target takes 10d6 + 40 necrotic damage. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell, or by the Reverse Superage chronal power.
This power automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this power.
At Higher Levels. When you use this power at the 5th chronal power level or higher, the damage increases by 3d6 for each power level above 4th.
Temporal Stasis (7th Level Required)
As an action, you can spend 4 chronal energy points to touch a willing creature within your reach. The target falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
You can remove the effect with a single word, or you can set a condition for the effect to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This effect also ends if the target takes any damage.
Time Stop (8th Level Required)
As an action, you can spend 4 chronal energy points to attempt to briefly stop the flow of time for everyone but yourself. Each creature in the immediate area other than yourself must make a Wisdom saving throw. If it fails, no time passes for that creature for 1d4 + 1 rounds, during which all other creatures can use actions and move as normal.
The effect on the creature ends if any of the actions anyone uses during this period, or any effects that anyone creates during this period, affect the creature or an object being worn or carried by the creature. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you used this power.
Time Stop Group (10th Level Required)
As an action, you can spend 5 chronal energy points to attempt to briefly stop the flow of time for everyone but yourself and up to ten willing creatures that you can see within 10 feet of you. Each creature in the immediate area other than yourself and the creatures you have chosen must make a Wisdom saving throw. If it fails, no time passes for that creature for 1d4 + 1 rounds, during which all other creatures can use actions and move as normal.
The effect on the creature ends if any of the actions anyone uses during this period, or any effects that anyone creates during this period, affect the creature or an object being worn or carried by the creature. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you used this power.
At Higher Levels. When you use this power at the 6th chronal power level or higher, the maximum number of willing creatures you can choose to be unaffected by this power increases by two for each power level above 5th.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your 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.
Evasion
At 7th level, your ability to manipulate time lets you dodge out of the way of certain area effects, such as a black dragon’s acid breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Timey-Wimey Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Timelord’s Reflexes
When you reach 17th level, you have become adept at staying one step ahead of danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Stroke of the Clock
At 20th level, you have an uncanny knack for succeeding on an attack when you need to. If your attack misses a target within range, you can turn the miss into a hit.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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