Arcane School: Chronomancy (Second Draft, New Features)

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#1

AetherShift

Mar 06, 2015 6:57:59

Arcane School: Chronomancy

Metronome                                                                                                   (Level 2)

Beginning when you select this school at 2nd level, your fascination with time lends itself to learning and storing knowledge of historical importance. You gain proficiency in the History skill.  Additionally, your internal clock becomes finely tuned.  You are always completely aware of what time it is (year, month, day, hour and minutes) even without external reference points.  You can also recall with perfect accuracy how much time elapsed between any two events you were physically present for.

Contingency                                                                                                  (level 2)

Your awareness of temporal causality makes it easier to focus on the present while preparing for future possibilities. Whenever you take the ready action, you may cast a cantrip as a bonus action.  At 10th level you can instead cast a cantrip or a 1st level spell as a bonus action.

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. It then reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. The target reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all.

Phase Dilation                                                                                              (Level 10)
Starting at 10th level, your temporal powers seem to stretch time around you, enabling periodic bursts of speed or tactical awareness.  During your turn, you may gain a bonus action. This action can be used only to take the dash, disengage or dodge action. You must then wait 1d4 rounds before using this ability again. 
#2

Yunru

Mar 06, 2015 7:25:17
I dislikse Contingency. Readying an Action is just bad for spellcasters, what with it requiring concentration. I'd say change it, or move it to a later level and have Readying a spell not take concentration.

Also I miss the exhaustion mechanic. I thought it was neat and very timey.

#3

supreme_slayer

Mar 06, 2015 9:28:24

The main problem I see with contingency, actually, is that readying a spellcasting action and setting the trigger for "X acts"  is basically the same as if having just cast the spells normally, thus the whole point of it being a readied action falls flat.

(Reply to #2)

AetherShift

Yunru wrote:
#5

Yunru

Mar 06, 2015 15:00:12
Meh, at worst turn it into a capstone:

Hand of Time (Level 14)

At 14th level, you wield time like a weapon, capable of forcing a creature to experience a sudden burst of temporal drag. Once per long or short rest, you can use an action to make a special melee attack using your spell attack bonus against a target up to X" away. If you hit, the target takes 3 levels of exhaustion. The exhaustion caused by this ability heals after a long rest.

#6

AetherShift

Mar 08, 2015 13:46:53

I’m beginning to recognize that both “Contingency” and the 2nd level version of “Hand of Time” are impractical and unsuitable to the strategies usually employed by wizards (maintaining concentration, not getting into melee, etc.) I will continue to work on an appropriately useful 2nd level ability. I would love to hear suggestions.

 

I do see value in using the exhaustion mechanic in some way, some how. However I still like the utility and flavor offered by “Fate Shift”.

 

It seems that "Metronome", “Temporal Displacement”, “Phase Dilation”, and “Fate Shift” did not raise any red flags this time around.  I’ll take that as a sign I’m headed in the right direction.

 

Thank you for the insights.  

#7

akr71

Mar 09, 2015 11:06:48

Please keep going with this.  Are you planing on creating some spells to go with this School, or tagging some existing spells as Chronomany spells?

#8

AetherShift

Mar 10, 2015 13:01:16

Okay, so I'm developing a system that maybe could be available to the Chronomancer at 2nd level.  The system is based on Flux Points that can be used for a number of bonuses.  The number of Flux Points a Chrnomancer can ever have at one time is based on the proficiency bonus, so at 1st level they have 2 flux points, and at 20th level the have 6 flux points, and everything in between that.  Flux points will be spent through the day, and recharged after a long rest.  Here are a bunch of ideas to get started, not all of these will be used, I just want to get a sense of power level, and appropriateness of the abilities.

 

Constant Flux                                                                                                                                                                    (Level 2)

You posses a reservoir of temporal influence called flux.  You begin each day with a number of flux points equal to your proficiency bonus.  Unless otherwise specified, using flux takes an action during which you spend any number of points to gain a single benefit from your steady control of time.  Once you’ve used up your reserve of flux points, you must finish a long rest to recharge them.  At no time can your flux reserve exceed your proficiency bonus.

 

Rapid Regeneration

You may concentrate accelerated time around an injury you’ve sustained to facilitate rapid healing.  When you use this feature, you heal 1d6+1 hit points for each flux point you spend.  For example, you can spend two flux points to heal 2d6+2 HP, three flux points to heal 3d6+3 HP, and so on.

 

Burst of Speed

Your reservoir of flux may be used to increase your speed for a brief time.  You may spend flux points to gain a bonus to your movement speed.  Whenever you do, you gain +10 to your movement speed for each point you spend.  For example by spending three flux points you gain +30 to your movement speed.  This effect lasts for one minute.

 

Instant Recall

You can tap into your reservoir of flux to regain expended spell slots.  To regain a spell slot, you must spend a number of flux points equal to that spell slot level plus one.  For example, you can spend three flux points to regain a 2nd level spell slot or five flux points to regain a 4th level spell slot.

 

Prescient Reaction

You may spend flux points to boost a saving throw you’ve just made.  As a reaction, you can spend flux points to gain a bonus on your save equal to +1d4 for each flux point you spend.  For example, after you’ve rolled a saving throw, you can use a reaction to spend two flux points, adding 2d4 to your saving throw.   

 

Temporal Magic

You can use flux points to cast certain spells that deal with space and time. By spending three flux points, you may cast Blink, Haste, or Slow without expending a spell slot. To cast a spell this way, you must know it and have it prepared as usual. This ability does not confer any actual spell knowledge, nor does it enable casting spells that are not already prepared.