School of Chronomancy (Homebrew)
Hit Points
Hit Dice: d4 per School of Chronomancy (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The school of Chronomancy is concerned with the ebb and flow of time. Whilst some wizards deride chronomancy as fanciful, seeing time as something which is fixed, determined by the laws of the world which go beyond even the powers of magic, you know that it is a more supple thing, able to be bent by the force of the Weave. Known as Chronomancers, wizards of this school are often scholars deeply devoted to the theory of time, paradox, and metaphysics, rarely called upon beyond the circle of academia save as adventurers.
Quick Scribing
Beginning when you select this school at 2nd level, the time you spend to copy spells into your spellbook is halved, but the cost in gold is the same as normal.
Rapid Casting
Also starting at 2nd level, you can reduce the amount of time it takes you to cast a spell as a ritual or a spell with a casting time greater than 1 minute by a number of minutes equal to 10 x your Intelligence modifier (a minimum reduction of 1 minute, to a minimum casting time of 1 minute). In addition, when you cast a spell with a casting time of 1 action, you can cast that spell with a bonus action instead. You can use this feature twice, and you regain expended uses when you finish a long rest.
Potent Chronomancy
Starting at 6th level, you can add the haste and slow spells to your spellbook, if you do not already have them in there. You always have these spells prepared, and they do not count against your number of spells prepared. When you cast a spell which affects the flow of time for one or more creatures, such as haste, slow, or time stop, creatures of your choice have disadvantage on saving throws against that spell. If at least one creature fails its saving throw against such a spell, you can use your bonus action before the end of your turn to recover the spell slot you expended to cast that spell. Once you have done so, you cannot do so again until you finish a short or long rest.
Time Capsule
At 10th level, you learn to slow the flow of time in your old body. You can pass a number of days equal to your Intelligence modifier (a minimum of 1) without food, water, air, or sleep. You must still spend at least 4 hours engaged in no more than light activity to gain the benefits of a long rest during this time. In addition, you age more slowly than normal. You age 1 year for every number of years passed equal to your Intelligence modifier (a minimum of 2 years). You can continue living in this way more or less indefinitely, although you become increasingly wearied and frail as you grow exceptionally old.
Instant Casting
Beginning at 14th level, you can bend time around yourself to cast spells with abnormal speed. When you cast a spell as a bonus action on your turn, you can cast a spell of 5th level or lower with your action, instead of only a cantrip. In addition, you can use your Rapid Casting feature three times between long rests.