AetherShift
2015-03-03, 06:01 PM
To get to this current version, I've taken into consideration many of the suggestions offered by members of this forum as well as the Wizards forums. I've attempted to address concerns regarding balance and power level, and here is what I've come up with. Let me know if I'm getting close to a playable and balanced version!
Arcane School: Chronomancy
Chronomancy Savant (Level 2)
Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved. Additionally, the time you must spend preparing a ritual is also halved.
Hand of Time (Level 2)
At 2nd level, you wield time like a weapon, capable of forcing a creature to experience a sudden burst of temporal drag. You can use an action to make a special melee attack using your spell attack bonus. If you hit, the target takes 1 level of exhaustion. The exhaustion caused by this ability is superficial, and heals at a rate of 1 level every 5 minutes. This ability cannot be used to increase a creature’s level of exhaustion beyond level 3.
Exhaustion Levels
Level 1- Disadvantage on ability checks
Level 2- Speed halved
Level 3- Disadvantage on attack rolls and saving throws
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 subject 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. On your turn you may gain a bonus action. This action can be used only to take the dash, disengage or dodge action. Then, since time magic is erratic and irregular, you must wait 1d4 rounds before using this ability again.
Fate Shift (Level 14)
At 14th level, you can alter the fate of one living creature that you can see. After the results of a creature’s attack roll, ability check or saving throw have been determined, you may use a reaction to force that creature to reroll that attack roll, ability check or saving throw with your choice of advantage or disadvantage. The creature must use the new result. You must then finish a short or long rest before using this ability again.
Arcane School: Chronomancy
Chronomancy Savant (Level 2)
Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved. Additionally, the time you must spend preparing a ritual is also halved.
Hand of Time (Level 2)
At 2nd level, you wield time like a weapon, capable of forcing a creature to experience a sudden burst of temporal drag. You can use an action to make a special melee attack using your spell attack bonus. If you hit, the target takes 1 level of exhaustion. The exhaustion caused by this ability is superficial, and heals at a rate of 1 level every 5 minutes. This ability cannot be used to increase a creature’s level of exhaustion beyond level 3.
Exhaustion Levels
Level 1- Disadvantage on ability checks
Level 2- Speed halved
Level 3- Disadvantage on attack rolls and saving throws
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 subject 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. On your turn you may gain a bonus action. This action can be used only to take the dash, disengage or dodge action. Then, since time magic is erratic and irregular, you must wait 1d4 rounds before using this ability again.
Fate Shift (Level 14)
At 14th level, you can alter the fate of one living creature that you can see. After the results of a creature’s attack roll, ability check or saving throw have been determined, you may use a reaction to force that creature to reroll that attack roll, ability check or saving throw with your choice of advantage or disadvantage. The creature must use the new result. You must then finish a short or long rest before using this ability again.