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Created October 16, 2024 03:25
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{
"_meta": {
"sources": [
{
"json": "CNM",
"abbreviation": "CNM",
"full": "Chronomancer",
"authors": [
"Aza"
],
"convertedBy": [
"Nori"
],
"version": "2.4.1",
"url": "https://homebrewery.naturalcrit.com/share/xXCzrcwCv_d-",
"targetSchema": "1.0"
}
],
"optionalFeatureTypes":{
"TMPDV": "Temporal Deviations"
},
"dateAdded": 0,
"dateLastModified": 0
},
"class":[
{
"name": "Chronomancer",
"source": "CNM",
"hd": {
"number": 1,
"faces": 8
},
"proficiency": [
"con",
"dex"
],
"startingProficiencies":{
"armor": [
"light",
"sheilds"
],
"weapons":[
"simple",
"Martial Ranged",
"{@item shortsword|phb}"
],
"tools":[
"forgery kit",
"tinkers tools"
],
"skills": [
{
"choose":{
"from": [
"arcana",
"history",
"religion",
"slight of hand",
"acrobatics",
"perception"
],
"count": 2
}
}
]
},
"startingEquipment":{
"default":[
"(a) a {@item shortsword|phb} and a {@item shield|phb}",
"(a) a {@item leather armor|phb} and {@item tinkers tools|phb}",
"(a) A Clock (b) Cracked Hourglass or (c) Chronometer",
"(a) Scholar's Tools, Ancient Tome, and a Bag of Sand"
],
"defaultData":[
{
"a":[
"shortsword|phb",
"shield|phb"
]
},
{
"a":[
"leather armor|phb",
"Tinker's Tools|phb"
]
},
{
"a":[
{"special":"A Clock"}
],
"b":
[
{"special":"Cracked Hourglass"}
],
"c":[
{"special": "Chronometer"}
]
},
{
"a":[
{"special":"Scholar's Tools"},
{"special":"Ancient Tome"},
{"special":"Bag of Sand"}
]
}
],
"additionalFromBackground": true
},
"casterProgression": "pact",
"spellcastingAbility": "con",
"cantripProgression": [
2,
2,
2,
2,
2,
2,
3,
3,
3,
3,
3,
3,
3,
4,
4,
4,
4,
4,
4,
4
],
"classTableGroups":[
{
"colLabels": [
"Cantrips Known",
"Spell Slots",
"Slot level",
"Threads of Time"
],
"rows":[
[
2,
1,
"{@filter 1st|spells|level=1|class=Chronomancer (CNM)}",
0
],
[
2,
2,
"{@filter 1st|spells|level=1|class=Chronomancer (CNM)}",
2
],
[
2,
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"{@filter 2nd|spells|level=2|class=Chronomancer (CNM)}",
3
],
[
2,
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"{@filter 2nd|spells|level=2|class=Chronomancer (CNM)}",
4
],
[
2,
2,
"{@filter 3rd|spells|level=3|class=Chronomancer (CNM)}",
5
],
[
2,
2,
"{@filter 3rd|spells|level=3|class=Chronomancer (CNM)}",
6
],
[
3,
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"{@filter 4th|spells|level=4|class=Chronomancer (CNM)}",
7
],
[
3,
2,
"{@filter 4th|spells|level=4|class=Chronomancer (CNM)}",
8
],
[
3,
2,
"{@filter 5th|spells|level=5|class=Chronomancer (CNM)}",
9
],
[
3,
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"{@filter 5th|spells|level=5|class=Chronomancer (CNM)}",
10
],
[
3,
3,
"{@filter 6th|spells|level=6|class=Chronomancer (CNM)}",
11
],
[
3,
3,
"{@filter 6th|spells|level=6|class=Chronomancer (CNM)}",
12
],
[
3,
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"{@filter 7th|spells|level=7|class=Chronomancer (CNM)}",
13
],
[
4,
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"{@filter 7th|spells|level=7|class=Chronomancer (CNM)}",
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],
[
4,
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"{@filter 8th|spells|level=8|class=Chronomancer (CNM)}",
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],
[
4,
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"{@filter 8th|spells|level=8|class=Chronomancer (CNM)}",
16
],
[
4,
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"{@filter 9th|spells|level=9|class=Chronomancer (CNM)}",
17
],
[
4,
4,
"{@filter 9th|spells|level=9|class=Chronomancer (CNM)}",
18
],
[
4,
4,
"{@filter 9th|spells|level=9|class=Chronomancer (CNM)}",
19
],
[
4,
4,
"{@filter 9th|spells|level=9|class=Chronomancer (CNM)}",
20
]
]
}
],
"classFeatures":[
"Spellcasting|Chronomancer|CNM|1",
"Keepers of Time|Chronomancer|CNM|1",
{
"classFeature":"Great Clock|Chronomancer|CNM|1",
"gainSubclassFeature": true
},
"Primary Source|Chronomancer|CNM|2",
"Threads of Time|Chronomancer|CNM|2",
{
"classFeature":"Clock Feature|Chronomancer|CNM|3",
"gainSubclassFeature": true
},
"Temporal Deviation|Chronomancer|CNM|3",
"Ability Score Improvement|Chronomancer|CNM|4",
"Chronological Readjustment|Chronomancer|CNM|5",
{
"classFeature":"Clock Feature|Chronomancer|CNM|6",
"gainSubclassFeature": true
},
"Temporal Stasis|Chronomancer|CNM|7",
"Ability Score Improvement|Chronomancer|CNM|8",
"Chronoshelter|Chronomancer|CNM|10",
{
"classFeature":"Clock Feature|Chronomancer|CNM|11",
"gainSubclassFeature": true
},
"Ability Score Improvement|Chronomancer|CNM|12",
"Ability Score Improvement|Chronomancer|CNM|16",
{
"classFeature":"Clock Feature|Chronomancer|CNM|17",
"gainSubclassFeature": true
},
"Ability Score Improvement|Chronomancer|CNM|19",
"Sands of Time|Chronomancer|CNM|20"
],
"classSpells":[
"Blade Ward|PHB",
"Booming Blade|TCE",
"Bolt of Time|CNM",
"Dancing Lights|PHB",
"Decompose|CNM",
"Encode Thoughts|GGR",
"Friends|PHB",
"Guidance|PHB",
"Light|PHB",
"Mage Hand|PHB",
"Mending|PHB",
"Message|PHB",
"Minor Illusion|PHB",
"Resistance|PHB",
"Sapping Sting|EGW",
"Thaumaturgy|PHB",
"Vicious Mockery|PHB",
"Absorb Elements|PHB",
"Arms of Hadar|PHB",
"Bane|PHB",
"Charm Person|PHB",
"Chromatic Orb|PHB",
"Command|PHB",
"Comprehend Languages|PHB",
"Detect Evil and Good|PHB",
"Detect Magic|PHB",
"Disguise Self|PHB",
"Expeditious Retreat|PHB",
"Feather Fall|PHB",
"Find Familiar|PHB",
"Fog Cloud|PHB",
"Gift of Alacrity|EGW",
"Heroism|PHB",
"Hex|PHB",
"Hunter's Mark|PHB",
"Hush|CNM",
"Inflict Wounds|PHB",
"Jump|PHB",
"Magnify Gravity|EGW",
"Silent Image|PHB",
"Snare|XGE",
"Speak with Animals|PHB",
"Unseen Servant|PHB",
"Air Bubble|AAG",
"Alter Self|PHB",
"Augury|PHB",
"Blindness/Deafness|PHB",
"Blur|PHB",
"Borrowed Knowledge|SCC",
"Calm Emotions|PHB",
"Continual Flame|PHB",
"Crown of Madness|PHB",
"Darkness|PHB",
"Detect Thoughts|PHB",
"Enhance Ability|PHB",
"Enlarge/Reduce|PHB",
"Find Steed|PHB",
"Find Traps|PHB",
"Fortune's Favor|EGW",
"Hold Person|PHB",
"Immovable Object|EGW",
"Invisibility|PHB",
"Jim's Glowing Coin|AI",
"Kinetic Jaunt|SCC",
"Locate Object|PHB",
"Magic Weapon|PHB",
"Mirror Image|PHB",
"Pass without a Trace|PHB",
"See Invisibility|PHB",
"Sphere of Time|CNM",
"Wristpocket|EGW",
"Zone of Truth|PHB",
"Blink|PHB",
"Call Lightning|PHB",
"Counterspell|PHB",
"Dispell Magic|PHB",
"Fast Friends|AI",
"Fear|PHB",
"Feign Death|PHB",
"Fireball|PHB",
"Fly|PHB",
"Galder's Tower|LLK",
"Glyph of Warding|PHB",
"Haste|PHB",
"Hunger of Hadar|PHB",
"Lightning Bolt|PHB",
"Leomund's Tiny Hut|PHB",
"Major Image|PHB",
"Melf's Minute Meteors|XGE",
"Protection from Energy|PHB",
"Pulse Wave|EGW",
"Remove Curse|PHB",
"Sending|PHB",
"Slow|PHB",
"Speak With Dead|PHB",
"Spirit Guardians|PHB",
"Stinking Cloud|PHB",
"Summon Lesser Demons|XGE",
"Summon Shadowspawn|TCE",
"Tongues|PHB",
"Wall of Sand|XGE",
"Wall of Water|XGE",
"Water Breathing|PHB",
"Water Walk|PHB",
"Wind Wall|PHB",
"Arcane Eye|PHB",
"Banishment|PHB",
"Blight|PHB",
"Compulsion|PHB",
"Confusion|PHB",
"Death Ward|PHB",
"Dimension Door|PHB",
"Divination|PHB",
"Elemental Bane|XGE",
"Find Greater Steed|PHB",
"Freedom of Movement|PHB",
"Gate Seal|SatO",
"Gravity Sinkhole|EGW",
"Greater Invisibility|PHB",
"Hallucinatory Terrain|PHB",
"Leomund's Secret Chest|PHB",
"Locate Creature|PHB",
"Mordenkainen's Private Sanctum|PHB",
"Mordenkainen's Faithful Hound|PHB",
"Phantasmal Killer|PHB",
"Summon Abberation|TCE",
"Summon Construct|TCE",
"Summon Elemental|TCE",
"Summon Greater Demon|XGE",
"Wall of Fire|PHB",
"Antilife Shell|PHB",
"Banishing Smite|PHB",
"Bigby's Hand|PHB",
"Circle of Power|PHB",
"Cloudkill|PHB",
"Contact Other Plane|PHB",
"Contagion|PHB",
"Destructive Wave|PHB",
"Dominate Person|PHB",
"Dream|PHB",
"Enervation|CNM",
"Geas|PHB",
"Hold Monster|PHB",
"Immolation|XGE",
"Infernal Calling|XGE",
"Insect Plague|PHB",
"Legend Lore|PHB",
"Magic Mirror|GH:PG",
"Mislead|PHB",
"Modify Memory|PHB",
"Negative Energy Flood|XGE",
"Passwall|PHB",
"Planar Binding|PHB",
"Scrying|PHB",
"Seeming|PHG",
"Skill Empowerment|XGE",
"Summon Draconic Spirit|FTD",
"Synaptic Static|XGE",
"Teleportation Circle|PHB",
"Temporal Shunt|EGW",
"Wall of Force|PHB",
"Wall of Light|XGE",
"Wall of Stone|PHB",
"Arcane Gate|PHB",
"Chain Lightning|PHB",
"Circle of Death|PHB",
"Conjure Fey|PHB",
"Contingency|PHB",
"Disintegrate|PHB",
"Globe of Invulnerability|PHB",
"Gravity Fissure|EGW",
"Heartseeker|GH:PG",
"Investiture of Flame|XGE",
"Investiture of Ice|XGE",
"Investiture of Stone|XGE",
"Investiture of Wind|XGE",
"Magic Jar|PHB",
"Mass Suggestion|PHB",
"Mental Prison|XGE",
"Planar Ally|PHB",
"Primordial Ward|XGE",
"Programmed Illusion|PHB",
"Scatter|XGE",
"Soul Cage|XGE",
"Summon Fiend|TCE",
"Sunbeam|PHB",
"True Seeing|PHB",
"Wall of Ice|PHB",
"Conjure Celestial|PHB",
"Crown of Stars|XGE",
"Delayed Blast Fireball|PHB",
"Dream of the Blue Veil|TCE",
"Etherealness|PHB",
"Finger of Death|PHB",
"Forcecage|PHB",
"Mordenkainen's Magnificent Mansion|PHB",
"Plane Shift|PHB",
"Power Word Pain|PHB",
"Prismatic Spray|PHB",
"Project Image|PHB",
"Reverse Gravity|PHB",
"Sequester|PHB",
"Simulacrum|PHB",
"Tether Essence|EGW",
"Teleport|PHB",
"Antipathy/SympathyPHB",
"Clone|PHB",
"Dark Star|EGW",
"Demiplane|PHB",
"Feeblemind|PHB",
"Glibness|PHB",
"Incendiary Cloud|PHB",
"Halt Aging|CNM",
"Maddening Darkness|XGE",
"Maze|PHB",
"Might Fortress|XGE",
"Mind Blank|PHB",
"Reality Break|EGW",
"Telepathy|PHB",
"Outside of Time|CNM",
"Rip Through Time|CNM",
"Astral Projection|PHB",
"Foresight|PHB",
"Gate|PHB",
"Imprisonment|PHB",
"Invulnerability|XGE",
"Meteor Swarm|PHB",
"Power Word Kill|PHB",
"Ravenous Void",
"Time Ravage|EGW",
"Time Stop|PHB"
],
"fluff": [
{
"name": "The Act of Understanding and Controlling the Flow of Time",
"type": "entries",
"entries":[
"A door of clockwork design appears in the middle of a field, and a woman runs out dodging gun fire as she turns around and from her hand a bolt of blue-ish gray energy flies back into the door and she struggles to slam it shut, fighting an entity that you've only seen in your nightmares."
]
},
{
"name": "The Art of Finesse",
"type": "entries",
"entries": [
"The simple act alone of being able to percieve the flow of time is a power that mages have strived to achieve for centuries. You have not only managed to somehow achieve the impossible.",
"You’ve survived a miraculous encounter with a Time-Shard, and not only lived to tell the tale. But you mastered the ability to control it during the imperceivable eons you spent with it.",
"It may have seemed like an instant, but in truth, the Time-Shard worked to destroy your mind for millenia. However, unconsciously you worked in that time to understand how it worked. Waking up after a while, you’ve managed to deduce that the flow of time has several describable interactions. Known to those who study this form of magic as The Great Clocks. This is actually fairly similar to how mortals percieve time, except with an added flexibility on how to bend the rules so to speak."
]
},
{
"name": "The Relevance of Time",
"type": "entries",
"entries": [
{
"name":"A Blessing or a Curse",
"type":"entries",
"by":"Anon",
"from":"Anon",
"entries":[
"As you sit in the library studying ancient tomes on the flow of time, going after any small piece of knowledge you can gain to further your studies. A blue-ish gray light flashes and a grizzled old man sits down next to you. His skin wrinkled and his hair a dirty gray.",
"After a while of silence he speaks up. “Are you sure you want to follow this path? Everyone always thought Chronomancy would be their magnum opus, everyone of them either died a painful death, being erased from history.” He reaches into his pocket and pulls out a tarnished silver locket. He struggles for a second to open it before finally doing so.",
"“Or… They succeed. And for their Brilliance, they exist outside the normal flow of time. As they watch their loved ones grow older, powerless to save them. Eventually, no one they knew is left.” Setting the locket down on the table, he gets up and starts to walk away."
]
}
]
}
]
}
],
"classFeature":[
{
"name":"Spellcasting",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":1,
"entries":[
"{@italic 1st-level Chronomancer feature}.",
"As the time shards in your body touch the timeline around you, you’re able to start tapping into this energy to cast Chronomancer spells. See chapter 10 of the Player’s Handbook for the general rules of spell casting, and you can see the specific Chronomancer spell lists at the end of this document.",
{
"name": "Cantrips",
"type": "entries",
"entries": [
"{@bold At First level} you know two chronomancer cantrips from the Chronomancer spell list. You learn additional cantrips at higher levels"
]
},
{
"name": "Preparing Spells",
"type": "entries",
"entries": [
"You regain all spell slots whenever you finish a short or long rest. You prepare the list of chronomancer spells that are available for you to cast, choosing from the Chronomancer spell list. When you do so choose a number of spells equal to your {@bold Constitution Modifier + your Chronomancer level (minimum of one spell).}"
]
},
{
"name":"Spellcasting Ability",
"type": "entries",
"entries":[
"Constitution is your spell casting ability. In addition, you use your wisdom modifier when setting the saving throw DC with one of your chronomancer spells and when you make an attack roll with one.",
{
"type": "list",
"items":[
"{@bold Spell save DC= 8 + your proficiency bonus + your Constitution modifier + Wisdom Modifier.}",
"{@bold Spell attack Modifier= your proficiency bonus + your Constitution modifier.}"
]
}
]
},
{
"name":"Spellcasting Focus",
"type":"entries",
"entries":[
"As the time energy is literally manifesting itself inside your body due to the time shards, you only need to direct it. You don’t need a spellcasting focus, but you may use one if you so wish."
]
},
{
"name": "Threads of Time",
"type": "entries",
"entries":[
"At 2nd level the Shard inside your body lets you pull the threads of time themselves to help you in battle. You gain access to a number equal to your Chronomancer Class level.",
"You regain all of used Threads after a Long Rest"
]
}
]
},
{
"name":"Keepers of Time",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level": 1,
"entries":[
{
"type": "quote",
"by": "Unknown",
"entries":[
"One cannot become the master of time until one first masters the telling of time"
]
},
"Beginning at lvl 1, you always know what time it is, even when underground."
]
},
{
"name":"Great Clock",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":1,
"entries":[
"How a chronomancer chooses to make sense of time can vary widely. Known as The Great Clocks, the two prevalent schools of thought which chronomancers commonly subscribe to are detailed below. At 1st level you choose one of these theories which you subscribe to. Your Great Clock selection grants you features when you choose it at levels 1, 3, 6, 11, 17."
]
},
{
"name":"Primary Source",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":2,
"entries":[
"You have experience much of history first hand; At 2nd level you gain proficiency in History. If you already have proficiency in this skill, you may double your proficiency bonus when making history checks"
]
},
{
"name":"Timeless Aging",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":2,
"entries":[
"At 2nd level, the Time Shards in your body begin to alter you physiology slightly. You no longer show signs of physically ageing, although, it does not affect your actual age and you can still die from old age. At 11th level, you no longer age at all, except by magical effects. At 18th level, not even magical effects can age you, unless you so choose, you also now can complete a full nights sleep in half the time it would normally take you."
]
},
{
"name":"Threads of Time",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":2,
"entries":[
"At 2nd level the Shard inside your body lets you pull the threads of time themselves to help you in battle. You gain access to a number equal to your Chronomancer Class level.",
"You regain all used Threads after a Long Rest"
]
},
{
"name":"Clock Feature",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":3,
"entries":[
"At 3rd level you gain a feature granted by your theory"
]
},
{
"name":"Temporal Deviation",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":3,
"entries":[
"Knowing how something works, does not necessarily mean that it’s easy to make it work. You have struggled with making the Time Shard interact with the world around you, eventually figuring that it can only really affect your physical body. One Night while thinking on this issue, it hit you, what if you’re asking the wrong thing?",
{
"name":"Class Deviations",
"type":"entries",
"entries":[
"Beginning at 3rd level, Chronomancers can take 2 {@filter Temporal Deviations|optionalfeatures|Feature Type=TMPDV} from the list below. Be weary of requirements, as some require Higher Levels.",
"Continuing at levels 5, 10, 14, and 18 you can choose 1 more {@filter Temporal Deviation|optionalfeatures|Feature Type=TMPDV}.",
"Additionally, everytime you level up, you can choose to change ONE of the {@filter Temporal Deviations|optionalfeatures|Feature Type=TMPDV} given from level up."
]
},
{
"name": "World Deviations",
"type": "entries",
"entries":[
"{@bold At the DM’s Digression.} As you explore, you can come across additional deviations in the world. These {@underline cannot} be changed out whenever you level up.",
{
"name":"Note to DMs",
"type": "inset",
"entries":[
"World Deviations can be used to Grant Temporary or Permanent boons. While there are some examples in this sheet, be creative in giving your Players fun power boosts."
]
}
]
}
]
},
{
"name":"Ability Score Improvement",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":4,
"entries":[
"When you reach 4th 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name":"Chronological Readjustment",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":5,
"entries":[
"Beginning at level 5, You have learned to meditate on the Time Shard inside your body. Once per day when finishing a short rest, you regain half of your total max Threads of Time.",
"At level 12 you can now do this twice per long rest."
]
},
{
"name":"Clock Feature",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":6,
"entries":[
"At 6th level you gain a feature granted by your theory"
]
},
{
"name":"Temporal Stasis",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":7,
"entries":[
"Beginning at level 7, you can use a bonus action to spend threads of time equal to the level of spell or ability minus half of con modifier (minimum of 1) to put a concentration spell or ability into stasis.",
"While in stasis mode, you are no longer considered to be concentrating on the spell and can begin concentration on another spell or ability. "
]
},
{
"name":"Ability Score Improvement",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":8,
"entries":[
"When you reach 8th 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name":"Chronoshelter",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":10,
"entries":[
"Beginning at 10th level, you can compress and expand time to offer your allies rest in the midst of battle. Spending a thread freezes time around you and your allies. Allowing you to complete a short rest in a minute, as long as they are within 50 feet of you.",
"At 15th level, when you take a short rest through normal means, you can spend 3 threads of time to allow your party to gain the benefits of a long rest instead. If you do so, you must complete a long rest through normal means before you make use of this feature again.",
"You do not regain the use of your expended Time Shards when you complete a long rest using this feature."
]
},{
"name":"Clock Feature",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":11,
"entries":[
"At 11th level you gain a feature granted by your theory"
]
},
{
"name":"Ability Score Improvement",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":12,
"entries":[
"When you reach 12th 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name":"Ability Score Improvement",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":16,
"entries":[
"When you reach 16th 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name":"Clock Feature",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":17,
"entries":[
"At 17th level you gain a feature granted by your theory"
]
},
{
"name":"Ability Score Improvement",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":19,
"entries":[
"When you reach 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.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name":"Sands of Time",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"level":20,
"entries":[
"Upon reaching 20th level, you can manipulate the very sands of time to undo a specific timeline. You expend 5 Threads of Time to reverse time by up to 24 hours. ",
"All experience and items gained within that time are lost. All resources that were used within the time frame become unused. You may choose up to 6 targets to retain their memories of the original timeline, all others are completely unaware of the change. You can only use this feature once every week, or risk destabilizing the very fabric of time itself."
]
}
],
"subclass": [
{
"name": "Clock of Relativity",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"shortName": "Relativity",
"subclassFeatures": [
"Clock of Relativity|Chronomancer|CNM|Relativity|CNM|1|",
"Chrono-Surge|Chronomancer|CNM|Relativity|CNM|3|",
"Space Folding|Chronomancer|CNM|Relativity|CNM|6|",
"Quantum Barrage|Chronomancer|CNM|Relativity|CNM|11|",
"Time Rift|Chronomancer|CNM|Relativity|CNM|17|"
]
},
{
"name": "Clock of Infinite Hours",
"source": "CNM",
"className":"Chronomancer",
"classSource":"CNM",
"shortName":"Infinite Hours",
"subclassFeatures":[
"Clock of Infinite Hours|Chronomancer|CNM|Infinite Hours|CNM|1|",
"Alternate Self|Chronomancer|CNM|Infinite Hours|CNM|3|",
"Syncronous Entanglement|Chronomancer|CNM|Infinite Hours|CNM|6|",
"Reality Shift|Chronomancer|CNM|Infinite Hours|CNM|11",
"Temporal Multiplicity|Chronomancer|CNM|Infinite Hours|CNM|17|"
]
},
{
"name": "Clock of Eternal Time",
"source": "CNM",
"className": "Chronomancer",
"classSource": "CNM",
"shortName": "Eternal Time",
"subclassFeatures":[
"Clock of Eternal Time|Chronomancer|CNM|Eternal Time|CNM|1|",
"Eternal Limits|Chronomancer|CNM|Eternal Time|CNM|3|",
"Shaded Memories|Chronomancer|CNM|Eternal Time|CNM|6|",
"Temporal Shades|Chronomancer|CNM|Eternal Time|CNM|11|"
]
}
],
"subclassFeature": [
{
"name": "Clock of Relativity",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Relativity",
"subclassSource": "CNM",
"level":1,
"entries":[
"People who study the clock of relativity understand that time is completely relative. With this understanding, they can weave the threads of time temporarily into their body and control time around them. ",
{
"type": "refSubclassFeature",
"subclassFeature": "Temporal Dilation|Chronomancer|CNM|Relativity|CNM|1|"
}
]
},
{
"name": "Temporal Dilation",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Relativity",
"subclassSource": "CNM",
"level":1,
"entries": [
"In learning how to stretch the Threads of Time you have figured out an ability to help increase your speed. Using a bonus action, you can spend 1 Thread of Time to temporarily increase your base speed by 20 ft. at second level for 1 minute.",
"This increases to 25ft at 6th, 30 ft at 11th and 35 ft at 17th."
]
},
{
"name": "Chrono-Surge",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Relativity",
"subclassSource": "CNM",
"level":3,
"entries": [
"By stretching the fabric of time around yourself, you are able to enter a state of subjective time called Chrono-Surge, allowing you to move and react faster than those around you. ",
"At 3rd level spending a thread, you can weave the fabric of time into your body, and activate chrono-surge as a bonus action. While surging, the world slows down allowing you to make more effective use of your time. You gain the following benefits;",
{
"type": "list",
"entries":[
"You have advantage on attack rolls against enemies.",
"Enemies have disadvantage on attack rolls against you.",
"Doubles your speed, or take an extra attack every round."
]
},
"While surging, it lasts for 1 minute and it will end early if you take damage and fail a concentration check.",
"at 10th level you can no longer loose Chrono-Surge by a failed concentration check and will last 10 minutes.",
"At 12th level, you can make a 3rd attack per round while Surging."
]
},
{
"name": "Space Folding",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Relativity",
"subclassSource": "CNM",
"level":6,
"entries":[
"With a greater understanding of how the universe deals with time. Beginning at 6th level, while surging you can start to learn how to use that to your advantage. You realize that with time, you can remove the in between of two separate points, making the shortest distance between 2 locations no distance at all.",
"Using this to your advantage, using half your movement in a round, you can appear at a point you can see up to 500ft away. Opportunity Attacks still aplly here. {@bold If you are in difficult terrain, you find you cannot use this Ability.}",
"At the 11th level, you no longer require line of sight to travel to locations you know of. Removing the theoretical distance limit. This ability is very taxing on your mind and body, so you gain one point of exhaustion per long distance jump. Appearing at a location you know of, but have not personally seen, has a higher risk to it.",
"At 11th level, you find you can expend Threads to ignore the Difficult terrain limit.",
"Beginning at 14th level, you can expend more Threads to transport one more person with you."
]
},
{
"name": "Quantum Barrage",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Relativity",
"subclassSource": "CNM",
"level":11,
"entries":[
"Beginning at level 11, as an action, while surging you can choose to use the knowledge of time, to add more weight to your attacks. Spending 6 threads, you double the base dice attacks of any physical attack made.",
"This lasts until Chrono-Surge ends. ",
"At level 15, you can add an additional two dice to any melee attack you make"
]
},
{
"name": "Time Rift",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Relativity",
"subclassSource": "CNM",
"level":17,
"entries":[
"Beginning at level 17th, the shard inside your body has taught you much. After Chrono-Surging for 30 seconds, you can choose to end your surge early (ending all effects that might be stacked on top) and pick a location within 30 ft of you to where a Time Rift would appear.",
"All creatures within 15 feet of that Rift, must make a Wisdom Saving Throw DC equal to 10 + Wisdom Modifier. On a failed save, the creature within 15 feet of it have a harder time walking away from knowing their fate and take an immediate 3d10 Psychic damage. If continuing to stay in the rift’s sphere of influence for another round afterwards, they take another 10d10 psychic damage. Continuing to stay in the sphere of influence, they will then start to age rapidly. Around 10 years for every turn spent in the rift. (For language of the spell, they are grappled, and must make another wisdom saving throw at the top of their turn to be ungrappled)",
{
"type":"quote",
"by":"Unknown",
"entries":[
"Wait. Notice as the seconds pass by. They mean nothing now. But everything once they’ve escaped us.",
"Reality is a prison, we are governed by the confines of definity, yet we live in a world of endless possibility!",
"This being is breaking, its falling apart and no one can see it. Let me show you a place, free from the limitations of this universe. Take my hands as I shatter your impressions on the laws that govern all. "
]
}
]
},
{
"name": "Clock of Infinite Hours",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Infinite Hours",
"subclassSource": "CNM",
"level": 1,
"entries":[
"With every choice and action taken, there are a plethora of alternative realities where other choices might have been made, and other actions may have been taken. Those who keep the Clock of Infinite Hours understand time as the branching tree of all possible actions and realities. By reaching into these alternative timelines, they are able to alter their own as they see fit.",
{
"type": "refSubclassFeature",
"subclassFeature": "Visions of Infinity|Chronomancer|CNM|Infinite Hours|CNM|1|"
}
]
},
{
"name": "Visions of Infinity",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Infinite Hours",
"subclassSource": "CNM",
"level": 1,
"entries":[
"With the ability to peer into other timelines, you can start to use your other selves’ failures to influence your knowledge. Using a Thread of Time, you can add advantage to any roll, after the fact, before knowing if you succeed.",
"Once reaching level 10 you gain the ability to add advantage after you know whether you succeeded."
]
},
{
"name": "Alternate Self",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Infinite Hours",
"subclassSource": "CNM",
"level": 3,
"entries":[
"At the 3rd level, you can strengthen your connection to alternate selves. You can spend a thread after a long rest you can leech of their knowledge.",
"You gain proficiency in 1 Armor Type, 2 Skills of your choice, and 1 language of your choice. Whenever you complete a long rest, you may exchange one of these proficiencies for another proficiency of your choice at the cost of an additional thread.",
"Reaching level 10 you can start to Learn 2 more skills of your choice, or a tool of your choice."
]
},
{
"name": "Syncronous Entanglement",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Infinite Hours",
"subclassSource": "CNM",
"level": 6,
"entries":[
"After learning about the Entanglement with other selves, you have learned you can trade threads for innate items, based on gold cost. Rounding up, 10 gold is equal to 1 thread. Beginning at 6th level, you can spend short rests to entangle items you might need, the action of entangling items doesn’t cost threads, but the summoning items out of time would. If you entangle something you own, it doesn’t cost any threads to summon it and you can summon it using a free action.",
"Potentially at 15th level you’re able to entangle items you own, at a reduced cost of 1 shard of time for an object of 20 gp worth rounding down."
]
},
{
"name": "Reality Shift",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Infinite Hours",
"subclassSource": "CNM",
"level": 11,
"entries":[
"Beginning at 11th level, you are capable of summoning isolated sections of alternate timelines into your own. As an action on your turn, you may create a sphere of alternate reality with a diameter of 10ft, centered on a point within 30ft that you can see. This zone lasts for 1 minute, or until you lose concentration. Effect caused by the zone are contained inside, and creatures or objects that originate from the zone do not leave unless forced to do so.",
"When you create this zone, you spend a Thread to roll on the Alternate Reality Table to determine its effect. You may choose to spend additional thread equal to your wisdom modifier to roll additional times and choose any of the results."
]
},
{
"name": "Temporal Multiplicity",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Infinite Hours",
"subclassSource": "CNM",
"level": 17,
"entries":[
"At 17th level you are no longer limited by the constraints of a single timeline, and can choose multiple courses of action at once.",
"Once per long rest, you may spend time shards to create a number of additional timelines equal to one-half the number of Time Shards spent, up to a maximum of three. All timelines originate in your current space and move on your turn. They can each move and take actions separately, and start with your current hit points. Any resources such as Time Shards or spell slots are shared between all timelines.",
"Each timeline last for 1 minute. A timeline ends early if it takes damage from a single source equal to 1/4th of it’s hit points, or if it’s restrained or immobilized. When a timeline ends, any damage or conditions it suffered are applied to the remaining timelines."
]
},
{
"name": "Clock of Eternal Time",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName": "Eternal Time",
"subclassSource": "CNM",
"level": 1,
"entries":[
"As you have focused on your Timeshard to work with it, learning how it works. You’ve eventually come to realize, that fate while somewhat maleable, is set in stone. With that realization, you’ve taken up a mantle few ever have.",
"The job of those who’ve taken Eternal Time is to keep fate along it’s chosen path, one way or another.",
{
"type": "refSubclassFeature",
"subclassFeature": "Shepards of Fate|Chronomancer|CNM|Eternal Time|CNM|1|"
}
]
},
{
"name": "Shepards of Fate",
"source": "CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName":"Eternal Time",
"subclassSource":"CNM",
"level":1,
"entries":[
"While other Chronomancers might work a little bit more in the open and from afar. Clock of Time Eternal tends to work from the shadows whenever possible choosing to be up close and personal.",
"Your time shard almost whispers to you, giving you proficiency in Martial Melee Weapons, and Skill Proficiency in Stealth, Deception and Investigation.",
"At 5th level, when rolling any of these skills, you can make your checks with advantage.",
"Continuing at the 10th level, your proficiency with these skills is doubled."
]
},
{
"name": "Eternal Limits",
"source":"CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName":"Eternal Time",
"subclassSource":"CNM",
"level":3,
"entries":[
"Realizing that fate sometimes requires a swift hand, you have learned how to unlock more potential out of your Time Shard… At a cost.",
"You’ve learned how to unlock your Time Shard’s limits to a degree. At level 3, you learn one more class Deviation, continuing to take one additional deviation at levels 6, 10, 14, and 18. As well, you can change ONE of your Class Temporal Deviations once a week.",
"Learning how to Break the Limits of your Time Shard, you’ve also figured out how to Double the Amount of Spell Slots you have safely. Theorizing, you figure you can turn 2 threads of time into spell slots.",
"For ANY spell you cast, or any usage of Threads of Time, you must roll on a Wild Magic Table. (Talk with your DM to find one online or such.)"
]
},
{
"name": "Shaded Memories",
"source": "CNM",
"className":"Chronomancer",
"classSource":"CNM",
"subclassShortName":"Eternal Time",
"subclassSource":"CNM",
"level":6,
"entries":[
"As you’ve grown more accustomed to the powers granted by your Time Shard, you’ve learned how to weave fate into yourself to affect certain actions.",
"As well, your time working in the shadows gives you an idea to attempt to embue your shadows with Chronomancy.",
"Starting at 6th level. You can now take the hide action for free or as a reaction to damage. Additionally: expending a Thread of Time causes an additional effect. Anyone that has memories of you within the last minute that consider you a Threat or Enemy has that memory wiped. This effect can be reversed with Greater Restoration or Wish.",
"At 12th level the effect can only be reversed with a Wish spell.",
"At 17th level, you can increase the time with additional Threads of Time. 3 Threads can be expended to increase to 10 minutes."
]
},
{
"name": "Temporal Shades",
"source": "CNM",
"className": "Chronomancer",
"classSource": "CNM",
"subclassShortName":"Eternal Time",
"subclassSource":"CNM",
"level":11,
"entries":[
"WIP"
]
}
],
"spell":[
{
"name": "Could Knife",
"level": 1,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You create a shard of temporal energy and throw it. Make a ranged attack roll against the target, on a hit the shard of temporal energy melds with the target dealing 1 point of piercing damage. When the spell ends, either because your {@status concentration} is broken or because you decide to end it, the temporal energy stored within the target erupts, dealing the accumulated energy to the target.",
"The base Damage of this spell is {@dice 1d10} necrotic damage, on each of your turns if the temporal energy hasn't been unleashed the damage increases by {@dice 1d6}."
],
"source": "CNM",
"components": {
"s": true,
"m": "A Dagger"
},
"entriesHigherlevel": [
{
"type": "entries",
"name": "At Higher levels",
"entries": [
"When you cast this spell at 2nd level or higher, the initial damage increases by {@dice 1d4} slashing for each level above 1st."
]
}
],
"damageInflict": [
"slashing"
],
"spellAttack": [
"R"
],
"miscTags": [
"AAD"
]
},
{
"name": "Bane Shot",
"level": 4,
"school": "V",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "round",
"amount": 1
}
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You touch a ranged weapon that uses ammunition, infusing it with the power of time. For the duration, when you attack with the weapon and hit, the target must make a Constitution saving throw. It takes an extra {@damage 4d6} Necrotic damage on a failed save, or half as much on a successful one. For the duration the weapon is considered magical if it is not already."
],
"source": "CNM",
"components": {
"v": true,
"s": true
}
},
{
"name": "Bolt of Time",
"level": 0,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"A beam of energy with a blueish/purpleish hue streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} force damage.",
"As you reach higher levels, the spell does more damage. {@dice 2d10} at 5th level, {@dice 3d10} at level 11th, and {@dice 4d10} at level 17."
],
"entriesHigherlevel": [
{
"type": "entries",
"name": "At Higher levels",
"entries": [
"As you reach higher levels, the spell does more damage. {@dice 2d10} at 5th level, {@dice 3d10} at level 11th, and {@dice 4d10} at level 17."
]
}
],
"source": "CNM",
"components": {
"v": true,
"s": true
}
},
{
"name": "Decompose",
"level": 0,
"school": "N",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition."
],
"source": "CNM",
"components": {
"v": true,
"s": true
}
},
{
"name": "Enervation",
"level": 5,
"school": "N",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 25
}
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You point at a target and they immediately feel their life force slipping away. If it fails a Constitution save, it loses hit points equal {@dice 3d6} + 2x The Spell level. Maximum is also lowered by that amount. If it is reduced to zero hit points, the creature dies and cannot be revived with everything but a wish spell."
],
"source": "CNM",
"components": {
"v": true,
"s": true
},
"entriesHigherlevel": [
{
"type": "entries",
"name": "At Higher levels",
"entries": [
"When you cast this spell using a spell slot of 6th or higher, the damage increases by {@dice 1d6 + 2}."
]
}
]
},
{
"name": "Hush",
"level": 1,
"school": "I",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"Your footsteps and armor make no noise, giving you advantage on stealth checks to avoid detection while moving. "
],
"source": "CNM",
"components": {
"s": true
},
"entriesHigherlevel": [
{
"type": "entries",
"name": "At Higher levels",
"entries": [
"When you cast this spell using a spell slot of 2nd level or higher the number of creatures number of creatures you can target increases by 1 for each spell slot above the first."
]
}
]
},
{
"name": "Quantum Shift",
"level": 9,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "miles",
"amount": 1
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You force open the strongest rip in time creating an aging vortex for any enemy inside its area. All creatures within a 40 foot-radius sphere centered on a specific target must make a Wisdom saving throw. The sphere spreads around corners. A creature takes {@damage 7d12} force damage and {@damage 3d12} necrotic damage on a failed save, or half as much on a successful one. After the damage has been dealt, every enemy that took damage from this spell must make another Wisdom saving throw. On a success, creature takes half damage, in addition to the damage previously. On a failure, the creature ages {@dice 1d100} years"
],
"source": "CNM",
"components": {
"v": true,
"s": true
}
},
{
"name": "Rip Through Time",
"level": 8,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 150
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 1,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"Portals to other timelines rip open in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes {@damage 9d10} psychic damage and is immobilized for 1 minute. On a successful save, it takes half as much damage and isn’t immobilized by this spell. A creature immobilized by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer immobilized. This spell also sucks away any magically created darkness."
],
"source": "CNM",
"components": {
"v": true,
"s": true
}
},
{
"name": "Spell Blade",
"level": 1,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You conjure a blade of force in your free hand. The blade is similar in size and shape to a short sword, and lasts for the duration. If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action. You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties. As a bonus action, you may cast a spell with a range of touch into the blade. The spell is held until it is released or the blade disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released. The target is affected as though you had cast the held spell on it."
],
"source": "CNM",
"components": {
"v": true,
"s": true
}
},
{
"name": "Sphere of Time",
"level": 2,
"school": "E",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "round",
"amount": 1,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"A 5-foot-diameter sphere of clockwork appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes {@damage 2d6} force damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sucks in loose small objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet."
],
"source": "CNM",
"components": {
"v": true,
"s": true
},
"entriesHigherlevel": [
{
"type": "entries",
"name": "At Higher levels",
"entries": [
"When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd. "
]
}
]
},
{
"name": "Outside of Time",
"level": 8,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 24,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You shunt one willing creature or object to an extradimensional space where time doesn’t exist. Any {@status concentration} spells the creature was maintaining end immediately. You decide how long the extradimensional space lasts, up to 24 hours, when you cast outside of time.",
"While it is outside of time, the target creature can’t be located with divination magic. Not even a wish or miracle can bring the target back earlier; it’s as if it doesn’t exist at all.",
"When the spell ends, the target returns to the same location it disappeared from. If some other object occupies that space, the target is harmlessly displaced into the nearest open space. For the target, no time has elapsed; it’s not even aware it was gone. Any timed or ongoing effects that were active on the target creature (with the exception of spells that were being maintained with {@status concentration}) continue from where they left off, since those effects skipped through time with the creature."
],
"source": "CNM",
"components": {
"v": true,
"s": true
}
},
{
"name": "Woeful Dagger",
"level": 6,
"school": "C",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "round",
"amount": 1,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"A dagger in the back might hurt for some time, but the pain of a woeful dagger never ends. You conjure a woeful dagger in your free hand, which lasts for the duration. You are proficient with the woeful dagger and you may use your spell casting ability instead of Strength for the attack and damage rolls of melee attacks using it. It deals {@damage 2d4} piercing damage it, and is considered a magic weapon. Once during the spell’s duration, when you hit a creature with the woeful dagger, you can make a woeful stab. The creature you hit must make a Wisdom saving throw. You deal an extra {@damage 10d10} psychic damage, half as much on a success. If the creature fails, The creature is {@condition stunned} for a minute or until it makes its saving throw."
],
"source": "CNM",
"components": {
"v": true,
"s": true,
"m": {
"text": "a single rib"
}
},
"conditionInflict": [
"stunned"
],
"savingThrow": [
"wisdom"
]
},
{
"name": "Should Revert",
"level": 3,
"school": "E",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You Reach out and touch a creature within range, storing a mental snapshot of how they exist at the precise moment of contact. Noting their HP, and any conditions they are currently under.",
"When the spell ends, either because your {@status concentration} is broken or because you decide to end it the creature reverts back to the snapshot, losing any added condition, and regaining/losing any hit points that have been lost/gained."
],
"source": "CNM",
"components": {
"v": true,
"s": true,
"r": true,
"m": {
"text": "a straw doll"
}
},
"savingThrow": [
"wisdom"
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast at a spell level above 4th you can maintain {@status concentration} on this spell for up to 10 minutes",
"when you cast at a level above 6th you can maintain {@status concentration} on this spell for up to 4 hours",
"when cast at 9th level you can maintain {@status concentration} on this spell for up to 24 hours"
]
}
]
},
{
"name": "Should Revert",
"level": 3,
"school": "E",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Chronomancer",
"source": "CNM"
}
]
},
"entries": [
"You Reach out and touch a creature within range, storing a mental snapshot of how they exist at the precise moment of contact. Noting their HP, and any conditions they are currently under.",
"When the spell ends, either because your {@status concentration} is broken or because you decide to end it the creature reverts back to the snapshot, losing any added condition, and regaining/losing any hit points that have been lost/gained."
],
"source": "CNM",
"components": {
"v": true,
"s": true,
"r": true,
"m": {
"text": "a straw doll"
}
},
"savingThrow": [
"wisdom"
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast at a spell level above 4th you can maintain {@status concentration} on this spell for up to 10 minutes",
"when you cast at a level above 6th you can maintain {@status concentration} on this spell for up to 4 hours",
"when cast at 9th level you can maintain {@status concentration} on this spell for up to 24 hours"
]
}
]
}
],
"optionalfeature": [
{
"name": "Eternal Eyes",
"source": "CNM",
"featureType": [
"TMPDV"
],
"prerequisite": [
],
"entries": [
"You gain Dark Vision up to 120 feet."
]
},
{
"name": "Fate Redirected",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 1,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time"
}
}
],
"entries":[
"When a friendly creature is attacked within 30 feet of you, as a reaction you can choose to expend 1 Thread of Time to deflect a portion of the damage. Roll a *1d10*, and you reflect a percentage of their incoming damage back at the creature that caused it. "
]
},
{
"name": "Fated Armor",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 4,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time"
}
}
],
"entries":[
"Once per Long Rest, you cast this deviation using an Action.",
"For 8 hours, on your turn you gain temporary hp equal to {@bold 1d4 + Chronomancer Level}. This stacks to a maximum of {@bold 5 times Chronomancer Level}."
]
},
{
"name": "Intertwined Fates",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 1,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time"
}
}
],
"entries":[
"Once per day, as a reaction, if anyone within 60 feet of you that you can see suffers damage, you can exchange their place with one willing creature you can see."
]
},
{
"name": "Intertwined Fates",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 1,
"class":{
"name":"Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time",
"source": "CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time"
}
}
],
"entries":[
"Once per day, as a reaction, if anyone within 60 feet of you that you can see suffers damage, you can exchange their place with one willing creature you can see."
]
},
{
"name": "Knowledge of the Alternate",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 1,
"class":{
"name": "Chronomancer",
"source": "CNM"
},
"subclass":{
"name":"Clock of Infinite Hours",
"source": "CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Infinite Hours"
}
}
],
"entries":[
"If any creature within 30 feet of you makes a Wisdom, Intelligence or Charisma based roll, you can spend 1 Thread of Time to add 1d4 to their roll.",
"The dice given increases to 1d6 at level 6, 1d8 at level 9, 1d10 at level 14 and 1d12 at level 17."
]
},
{
"name": "Localized Time Loop",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 5,
"class":{
"name": "Chronomancer",
"source": "CNM",
"visible": false
}
}
}
],
"entries":[
"As a reaction, you can can cause a creature's movement within 120 feet of you to be undone. When used, this does not provoke opportunity attacks."
]
},
{
"name": "Mark of Fate",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 1,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time"
}
}
],
"entries":[
"You can cast {@spell Hunters Mark|phb} or {@spell Hex|phb} at will, without expending a spell slot or material components. Choosing to spend a Thread of Time, you can choose to increase the time by 8 hours.",
"After 8 hours, you can choose to expend another Thread of Time to increase the duration again, after succeeding a Constitution Saving Throw."
]
},
{
"name": "Mask of Infinite Times",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
],
"entries":[
"You can cast {@spell Disguise Self|phb} at will, without expending a spell slot. "
]
},
{
"name": "Parasitic Time",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 1,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time"
}
}
],
"entries":[
"When you make an attack with Bolt of Time against an enemy. You turn the enemy's power against itself. Add attack and damage modifiers to your rolls based on the chart below.",
{
"type": "table",
"caption": "Bonus by CR",
"colLabels":[
"Challenge Rating",
"Attack Modifier",
"Damage Modifier"
],
"rows":[
[
"0",
"+1",
"+2"
],
[
"1/8, 1/4, 1/2, 1",
"+2",
"+4"
],
[
"2, 3, 4, 5",
"+3",
"+6"
],
[
"6, 7, 8, 9, 10",
"+4",
"+8"
],
[
"11, 12, 13, 14",
"+5",
"+10"
],
[
"15, 16, 17, 18",
"+6",
"+12"
],
[
"19, 20, 21, 22",
"+7",
"+14"
]
]
}
]
},
{
"name": "Time Marches Onward",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 1,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time"
}
}
],
"entries":[
"When you make an attack against an enemy, you can choose expend Threads of Time to steal it's movement. Giving it to yourself, or a friendly creature for 1 hour.",
"1d6 feet for every thread expended"
]
},
{
"name": "Temporal Anomaly",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 5,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time or Infinite Hours",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time or Infinite Hours"
}
}
],
"entries":[
"When you take the attack action, you gain one more hit."
]
},
{
"name": "Temporal Signature",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 7,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Eternal Time",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Eternal Time"
}
}
],
"entries":[
"Once per Short rest whenever you succeed a melee attack on an enemy, using a bonus action you learn the Temporal signature of the creature, you know all of the Proficiencies, Actions, Traits, Spells and Legendary Resistances/Actions they have.",
"Following this, they need to make a constitution saving throw against your spell save DC. Failing the roll, you can choose any Action, Trait, or Spells they have and disable it for 1 minute. For that minute, you can choose any creature you see within range and give it to that creature who can use it as many times as the ability allows. If a DM decides the effect cannot be transferred, you can still disable it for one minute, but a creature doesn't gain the effect.",
"The Trait or Action has no permanent effect on the recipient's body or soul. For the enemy if it's a limited use ability the usage isn't burned after the minute is up."
]
},
{
"name": "Stasis of Time",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
],
"entries":[
"When a friendly creature within 30 feet of you takes damage, you can use your reaction to delay the damage taken by 1d4+Con Modifier turns.",
"You can use this ability a number of times per Long Rest equal to Half Chronomancer Level + Proficiency Bonus."
]
},
{
"name": "Visions of Lost Potential",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 1,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Infinite Hours",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Infinite Hours"
}
}
],
"entries":[
"When succeeding an attack with *Bolt of Time*, you can choose to cast Lost Potential.",
"The target makes a DC 14 Wisdom saving throw. Failing, they become stunned for One minute. They remake the wisdom saving throw at the end of their turn. This can be ended early with {@spell Remove Curse|PHB}.",
"If the target succeeds the saving throw, they cannot be stunned for another {@underline 1d12 - half of con modifier} rounds (Rounding up). If the target recovers from the Stun, they cannot be affected by the stun for a week."
]
},
{
"name": "Visions of Reality",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"level":{
"level": 7,
"class":{
"name": "Chronomancer",
"source":"CNM"
},
"subclass":{
"name": "Clock of Infinite Hours",
"source":"CNM",
"visible": true
}
},
"otherSummary":{
"entrySummary": "Clock of Infinite Hours"
}
}
],
"entries":[
"You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight."
]
},
{
"name": "Cat Blep",
"source": "CNM",
"featureType":[
"TMPDV"
],
"prerequisite":[
{
"otherSummary": {
"entry": "BLEEEEEEP :p",
"entrySummary": "BLEEEEEEP :p"
}
}
],
"entries":[
"Cat Blep"
]
}
]
}
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