CHRONOMANCER D&D PDF

You can help D&D Wiki by better balancing the mechanics of this page. When the As a Chronomancer you gain the following class features. Hit Points. A lot of spells are already in the Player’s Handbook or Elemental Evil Player’s Companion, others are mostly from the D&D homebrew wiki, but. Post with votes and views. Tagged with dnd5e, dndhomebrew; Shared by Dicelord. Chronomancer for Dnd 5e.

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Chronomancer for Dnd 5e. – Album on Imgur

The item cannot be moved or otherwise interacted with. They usually deal half damage on a miss, as well as hit many targets, so they do not need the benefit of critting on a roll of 1 or 2. Log in or sign up in seconds. Chronomacner high hit die size for a fullcaster.

Chronomancer Variant (5e Class)

However balance wise, makes total sense that it’s a bit ridiculous. Each of these targets must succeed on a Wisdom save or be affected by the spell.

Sentient or quasi-sentient plants and plant beings will go dormant if subjected to Suspended Animation, just as they would in winter. Attempting to reverse the age of the item instead yields half the results.

As an action, you can expend 1 to a maximum of 4 fate points to repel the fates of certain allies. Starting at level 7th, you may have time slow drastically around you, allowing you to teleport a short distance. Slipping into the demiplane of time places the caster and his companions immediately downstream of their lifelines add one round to the casting time for each companion. This feature does not expend ammunition when you use a ranged attack. The spell component is a tiny silver pitcher with two spouts.

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At 4th level, As you make a melee attack against a creature you slash through the fabric of time and may suspend that damage if you hit for up to 3 rotations, in addition when the damage is dealt you deal an additional 2d8 of the same type of damage your weapon deals, this increases by 1 d8 at levels 6, 9, 15, and 19th levels.

DnD 5e Homebrew — Chronomancer class by Zst0rm

Explosive — In a 10 foot radius on impact creatures must make a Dexterity save, on fail they take 4d8 explosive damage, and are knocked 5 feet back and prone. If successful, they break free of the effect, though the spell continues to effect all other victims. As a result, you act as though immune to time flow effects such as Haste or Slow.

Be constructive in how you give and take feedback. You can only use decelerate on enemies. This feature also helps a caster who wishes to intersect their fate with that of the owner of a specific lifeline. Will add new link in once it’s up but here are a few of the changes: At the end of the last round you reappear where you winked from.

You can use this feature a number of times equal to your Wisdom modifier.

The target gains 1 extra melee attack for every 5 caster levels up to four total attacks. You can only summon the bell tower once per long rest. I would swap out the word “Advantage”. Using the echo principle, the caster acquires a general idea of the length of the lifeline in each direction. Whatever actions the creature takes for the next round, they gain Advantage on all rolls.

I wonder why you didn’t base your Accelerate and Decelerate abilities on them. If this happens, immediately select one of the two creature instances at random, as you normally would. Starting when you choose this path, you know your suspended abilities and put them into a stasis making them only available when you spend time points, you have time points equal to your level Ex, your level 3, so you would have 3 time points, at level 4 it would be 4 time points and so on, you regain time points by finishing a long rest, in addition you may spend time points to convert them into spell slots or convert spell slots into time points up to level 5 spells treat this as a different sorcerer table version Spell slot Chronomancy.

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Each alternation can be made only once per turn, and only two such alternations can be made by the Chronomancer until a long rest is taken. Also, if the creature has been poisoned, this spell slows the onset of damage and effect by one hour per level assuming the full effect of the poison has not already take placebut a cure still needs to be found.

After 6th level, the caster acquires an innate feeling for the spell’s mystical echo and can instantly know the subject’s age, as well as how much life it has left, without having to make any calculations.

A rare few defy his will and abandon their people, often taking fantastical technologies with them, believing their gifts put to better use in other ways—whether it be in benevolent acts of good, or self-serving acts of heinous evil. This page is of questionable chfonomancer.