Through careful study of the histories of mortals and gods, the motions of the stars, and the intersections of planes, you have divined the true nature of time and are now able to bend it to your will. Chronomancers are rare wizards, and much sought after – for past, present, and future are theirs to command. Though altering the natural course of history can be dangerous, there are many who would pay great sums for the chance to eliminate threats before they materialize or to seize advantages years in advance.
Beginning at 2nd level, you can use a bonus action to force yourself to come out of sync with the timestream for a moment. Choose one of the following options:
- Rapid Regeneration: You may spend a single hit die and recover hit points as though you were taking a short rest.
- Celerity: You may use the dash, disengage, or use an object action.
- Expiration: You may make a saving throw against any one effect that is currently effecting you.
Beginning when you select this school at 2nd level, your understanding of timeflow grants you insight into the past and present. You gain advantage on Intelligence (History) checks. In addition, you always know the exact time.
Starting at 6th level, your understanding of time allows you to manipulate the flow of battle, stealing time from one to give to another. As a bonus action you may choose any two creatures you can see and swap their positions in initiative order. You may use this feature a number of times equal to your Intelligence modifier, after which you can’t use it again until you finish a short or long rest.
At 10th level, your physical form no longer suffers the effects of time. You no longer age nor can you be aged magically. You do not require food or water. You cannot die of old age. As a bonus action, you may shift your apparent age to appear 1d6 years older or younger.
Starting at 14th level, as an action you can force a creature or object out of the timestream. The target must make a Wisdom saving throw against your spell save DC. On a failed save the target is forced into a harmless demiplane where time is stopped. While there, the target is incapacitated. The target remains there for for 1d10 rounds, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Once you use this ability, you cannot use it again until you finish a short or long rest.