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| #1AetherShiftFeb 27, 2015 6:17:57 | I'm still working out a bit of the fluff, but I thought I would share what I have so far. All thoughts and comments are welcome. If you have suggestions for better ability names, or more flavorful abilities please let me know. Also, any thoughts on power level or balance would also be appreciated. I hope you enjoy!
Chronomancy Savant (Level 2) Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved. Additionally, the time you must spend preparing a ritual is also halved.
Hand of Time (Level 2) At 2nd level, you can use an action to make a special melee attack using your spell attack bonus. If you hit, the target takes 1 level of exhaustion. The exhaustion caused by this ability is superficial, and heals at a rate of 1 level every 5 minutes. This ability cannot be used to increase a creature’s level of exhaustion beyond level 3.
Exhaustion Levels Level 1- Disadvantage on ability checks Level 2- Speed halved Level 3- Disadvantage on attack rolls and saving throws
Temporal Displacement (Level 6) Starting at 6th level you can use an action to force a single creature or object within 30 feet into the near future. If the target is a creature it must be medium size or smaller. If the target is an object is must be unattended and weigh no more than 300 lbs. To use this ability, you must expend a spell slot, which sets the save DC to resist this effect. If the target is unwilling, it must make a Wisdom saving throw against a DC equal to 8 + your Intelligence modifier + the level of the expended spell slot. On a failed save the target disappears for 1d4+1 rounds then reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Phase Dilation (Level 10) Starting at 10th level, your temporal powers seem to stretch time around you, potentially granting you more actions in combat. During your turn you may gain a bonus action to take the dash, disengage or dodge action. Once you’ve used this ability to you must wait 1d4 rounds before using it again.
Fate Shift (Level 14) At 14th level, you can alter the fate of one living creature that you can see. After the results of a creature’s attack roll, ability check or saving throw have been determined, you may use a reaction to force that creature to reroll that attack roll, ability check or saving throw with your choice of advantage or disadvantage. The creature must use the new result. You must then finish a short or long rest before using this ability again. |
| #2akr71Feb 27, 2015 11:23:09 | Interesting... |
| #3CrimsonAssassinFeb 27, 2015 11:51:26 | So this Wizard get's a "Cunning Action" of its own, but with Dodge in place of Hide. Hmm... |
| (Reply to #3)AetherShift |
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| #5slumgumFeb 27, 2015 12:52:51 | It's fine for a wizard, but it probably makes this class a "must multiclass" for anyone who wishes to tank as dodge as a bonus action is just huge. You might want to swap it with Fate Shift or something so it requires more commitment to the class.
Also while a slight nerf to Hand of Time, instead of wording it as foregoing the damage on an attack, why don't you just make it an ability all of its own, similar to Hypnotic Gaze from the enchantment school - it just is less awkward to use rather than say "I'm going to shoot my bow at it... ok it hit, I'm not gonna roll damage, I'm going to use Hand of time". Obviously this makes it worse as the way you currently have it worded you could make an attack and if you rolled a 20 to crit you could just continue with the attack. |
| #6YunruFeb 27, 2015 13:20:12 | Hand of Time + Scorching Rayv= 3 levels of exhaustion off the bat. Still need to hit but eh. Warlock 3/Sorcerer 3/Chronomancer 2 can be brutal. Start every encounter with bonus action Scorching Ray followed by Eldritch Blast. 5/6/7 applications in one turn. |
| #7KalaniFeb 27, 2015 13:26:16 | I concur....... Hand of time should be its own action, something to the effect of:
Hand of Time: As an action, you can make a special melee attack using your spell attack bonus. If you hit, the target takes 1 level of exhaustion. At 6th level this ability improves, allowing you to deal 2 levels of exhaustion on a hit instead. At 11th level, this ability improves a final time, allowing you to deal 3 levels of exhaustion instead. Once you have used this feature, you must complete a short or long rest before you can use it again. |
| #8FallingIcicleFeb 27, 2015 20:53:32 | Exhaustion is WAY too powerful. The character's at-will attacks effectively become more powerful than even a bestow curse spell cast at 5th level! It's giving the creature nasty penalties that last until it takes multiple long rests, without requiring concentration. |
| #9Coredump00Feb 27, 2015 22:12:20 | Hand of Time: As noted, is too powerful with multi attack spells. Could limit it to one level per round per target. Would let you effect multiple targets, but only 1 exhaustion level at a time.
Time Burst: Try limiting it to once per wizard level, regain used ones after a long rest. If you want, at level X it can change to regaining after a short rest.
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| #10AetherShiftFeb 28, 2015 10:10:58 | Thank you all for the input! I really appreciate all the constructive criticism. To summarize, it seems I’ve underestimated three things. The first is how easy it is to achieve multiple attack rolls with regards to Hand of Time. The second is how powerful exhaustion levels are. The third relates to Time Burst and how powerful dodge as a bonus action is. It looks like level 2 and level 6 either need a complete overhaul or I need to start introducing some more limitations.
That being said, it seems like no one has commented on the power level of Chronomancy Savant, Temporal Displacement, or Fate Shift. Should I conclude that these abilities are fine as is?
Some thoughts I had on Hand of Time:
Dealing exhaustion damage is cool and flavorful, so I would like to use it somehow. To settle the concern about how long it lasts/how hard it is to heal, I’ve thought about adding the following addendum:
“The exhaustion caused by this ability is superficial, and heals at a rate of 1 level every 5 minutes.” (I could even reduce it to 1 level every minute)
With this, I’ve removed the epic, deep, high-level effect of causing a lasting, difficult to heal disability.
The other issue is fixing how easy it is to use. Since being able to achieve multiple levels of exhaustion is important (I picked a maximum level 3 because I felt using this in combat, that’s the level that will really make a difference) I still think it should be tied to something that is repeatable. Making it its own action, once per round seems good, and introducing a save DC is another good option to curb its power.
Some thoughts on Time Burst:
Making this once per short rest seems pretty weak-sauce to me.
I could remove the dodge option, but then it’s just a strictly worse Cunning Action, and I don’t think Rogues should have a monopoly on bonus actions. I think there are multiple flavorful reasons why a class might be able to do a little extra something during each of their turns. Again, I get that dodge is too much.
Someone commented that it might be fine if it were a higher level. Since the power of Temporal Displacement is tied to spell slots, would it be safe to move it to level 6 and move Time Burst to level 10? |
| #11EmpactWBFeb 28, 2015 11:41:33 | Why not just give the target of Hand of Time a Constitution saving throw at the end of their turn to shake it off? Tie the DC to the spell that inflicted it (lowest or most recent, to avoid spamming cantrips after a high level spell to chain them together), and if they get all three levels, they will end up with disadvantage on it anyway. It's unlikely to last a full day even if you need a 20 on the roll.
Or you could specify that the exhaustion levels from this effect disappear at the end of a short or long rest, which still makes it very powerful, but not nearly as much as "three days of penalties".
Caveat: this may be a stupid idea for reasons I can't recall because I'm posting from my phone while at work. |
| (Reply to #4)CrimsonAssassin |
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| #13AetherShiftFeb 28, 2015 17:26:20 | I've made my first major edit to the first post. Here are the highlights:
Hand of Time -Now requires its own action. No more spamming. -Exhaustion levels now heal at a rate of 1 level every 5 minutes. No more days of penalties
Time Burst - Now called Phase Dilation - Now can only be used every 1d4 rounds. Less reliable, more random, seems fun. - Moved it to level 10.
Temporal Displacment - Now at level 6. Since the power of this is tied to spell slots, I felt it was safe.
Thanks for all the great suggestions. Let me know what you think of the edits! |
| #14KalaniFeb 28, 2015 20:00:42 | I had a thought. Instead of duplicating the effects of cunning action - u might want to instead take a page from the Eldritch knight.
If you take the dodge, disengage, or dash action on your turn - you can cast one cantrip as a bonus action. |
| #15AetherShiftMar 01, 2015 9:28:08 |
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