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Wizard

Chronology

Focusing on the manipulation of time, those who follow the Chronology tradition learn to alter the pace of reality to their liking. These mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Subclass Features

Lv 3

Chronal Shift

You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 ft of you makes a D20 test, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. You can use this ability twice per long rest or you can expend a level one or higher spell to regain one use of this feature.

Temporal Awareness

Your mind is constantly analyzing the possibilities that surround you. You can add your INT modifier (Minimum 1) to your initiative rolls and you cannot be Surprised.

Lv 6

Arcane Abeyance

You can freeze spells in time for later use. When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is Immune to Poison and Psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

You can designate any number of creatures upon its creation who can use the bead. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and spell save DC, and the spell treats the creature who released it as the caster for all other purposes.

You can use this feature once per long or short rest.

Lv 10

Momentary Stasis

You can freeze creatures in time. As an action, you can magically force a Large or smaller creature you can see within 60 ft of you to make a CON saving throw against your spell save DC. On a failure, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is Incapacitated and has a speed of 0 ft. A creature cannot be under the effects of this spell more than once during a period of 24 hours.

You can use this feature a number of times per long rest equal to your INT modifier (Minimum 1).

Lv 14

Convergent Future

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 ft of you makes a D20 test, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (Your choice) this feature cannot be used to overcome insurmountable odds like tossing a Red Dragon or destroying an Artifact without its specific means of destruction.

When you use this feature, you gain one level of Exhaustion. Only by finishing a long rest can you remove a level of Exhaustion gained in this way.