Chronomaster

Architects of Fate and Guardians of Time

“Time does not wait—it must be understood, safeguarded, and shaped with precision. We chronomasters are scholars of fate, mastering the delicate balance between intervention and inevitability. We peer into possibilities, refining the echoes of past and future to maintain the stability of reality.”

– the Archmage Caglastro

Chronomasters do not simply manipulate time—they navigate its currents, ensuring that history remains intact, and the future unfolds as intended. Their expertise lies in foreseeing events, correcting anomalies, and subtly influencing outcomes without unraveling the fabric of fate.

Those who practice Chronomastery are sought after in matters of temporal instability, ensuring that paradoxes, rogue time magic, and disruptive forces do not fracture the world beyond repair. Some act as advisors to rulers, warning them of consequences unseen, while others serve as silent architects of destiny, intervening only when necessary.

In battle, Chronomasters wield their mastery over probability, controlling the battlefield by redirecting attacks, adjusting events, and ensuring fate’s course remains undisturbed. Their role in adventuring parties is unparalleled, offering a unique blend of control, foresight, and intervention to guide their allies—and even their enemies—toward predetermined outcomes.

Chronomasters Are Called Upon When…

  • Time itself is threatened, and anomalies must be contained.
  • A ruler seeks guidance, hoping to avoid disastrous choices.
  • An ancient paradox looms, requiring expertise to prevent catastrophe.
  • The past and future collide, and only those who understand fate can resolve the distortions.

Subclass Requirements

To become a Chronomaster, a character must:

  • Have Intelligence 15+ (representing deep analytical mastery over time’s mechanics).
  • Have Wisdom 14+ (showing awareness of fate’s subtle movements).
  • Complete the Trial of Echoes, proving their understanding of time’s weight before Illario.
  • May NOT be of a Chaotic alignment (Chaotic Good, Chaotic Neutral, Chaotic Evil)

The Trial of Echoes

“Time does not merely pass—it remembers. Those who seek to master its currents must prove their ability to navigate its depths without unraveling its delicate balance. The Trial of Echoes is not a test of power, but of restraint, wisdom, and the understanding that time does not exist to be bent—it exists to be shaped.” – Illario, God of Time and History

Before one can claim the title of Chronomaster, they must undergo the Trial of Echoes, a ritual overseen by the keepers of temporal knowledge and watched closely by Illario, the god of time. This trial manifests uniquely for each individual, reflecting both their past and the futures they could create, forcing them to reconcile with the weight of their actions.

Trial Components

  • The Mirror of Possibilities: Candidates must step into a temporal reflection, witnessing three different versions of their own fate—one where they acted recklessly, one where they hesitated, and one where they followed wisdom.  Then they must decide which path to take.
  • The Fractured Hourglass: A challenge where the candidate is placed within a moment that has splintered, requiring them to reassemble broken timelines by choosing which memories are preserved and which must be erased.
  • Illario’s Gaze: At the end of the trial, the candidate faces Illario’s silent judgment. If they have altered time selfishly or without care, the god denies them the title, sometimes leaving a permanent mark upon them as a warning.

Possible Outcomes

  • Success: The candidate emerges with the blessing of Chronomastery, gaining insight into fate’s patterns and access to time-altering magic.
  • Failure: If they act recklessly, they may be rejected entirely, cast into a temporal anomaly as punishment. Some who fail become Echoes—lost souls forever wandering time’s broken remnants.
  • Partial Success: Some candidates complete the trial but emerge with scars—physical, mental, or magical—representing the costs of their choices.

Class Features

Chronomaster Savant

3rd-Level Chronomaster Feature

“Your mastery of Chronomastery allows you to decipher the flow of time with unparalleled precision, letting you cast Chronomaster spells with ease and efficiency.”
– The Archmage Caglastro

Timelocked Insight

You uncover temporal patterns that others miss. When you adopt this tradition at 3rd level, choose two spells from the Chronomaster spell list that are Wizard spells and of 2nd level or lower. These spells are added to your spellbook without cost and are always considered Wizard spells for you, even if they are not on the standard Wizard spell list.

Expanding Fate

Your insight into the threads of time continues to deepen. Whenever you gain access to a new spell level in this class (as shown in the Wizard table), you can add one additional Wizard spell from the Chronomaster spell list to your spellbook for free. This spell must be of a level for which you have spell slots.

Momentary Echo

3rd-Level Chronomaster Feature

Your studies let you create a brief temporal echo of yourself, drawn from a nearby branch of time.

As a bonus action, you summon an Echo—a translucent, flickering duplicate of yourself—at a point you can see within 30 feet. The Echo lasts until the end of your next turn, unless dismissed early or destroyed.

While your Echo is active:

  • When you cast a spell with a casting time of 1 action, you may cast it from your Echo’s space instead of your own.
  • Once per Echo, when an attack hits you, you may choose to have the attack hit the Echo instead. The Echo vanishes, and you take no damage from that attack.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Paradox Safeguard 

6th-Level Chronomaster Feature

“Time resists meddling. You have learned to withstand the strain. ” – The Archmage Caglastro

You gain advantage on Intelligence saving throws against spells that alter time or reality (such as Time Stop or Maze).

When you take damage from any source, you can use your reaction to delay receiving the damage until the start of your next turn as time briefly hesitates.

You can use this feature once per long rest at 6th level, increasing as you gain levels:

  • 10th level: 2 uses
  • 14th level: 3 uses
  • 18th level: 4 uses

Echo of Possibility

10th-Level Chronomaster Feature

“Time does not flow in a straight line—it bends, folds, and twists. With careful guidance, you can nudge fate toward a more favorable outcome. However, if your grip falters, time pushes back, distorting reality for both you and those you seek to aid.” – The Archmage Caglastro

When you cast a spell that requires an attack roll, you may reroll the attack once and use either result.

When an ally within 30 feet fails a saving throw, you may use your reaction to allow them to reroll it once. They must take the new result.

Flickering Perception: If the rerolled saving throw results in a natural 1, temporal instability disrupts fate.

  • The affected creature suffers echoes of failed probabilities—until the end of their next turn, their next attack roll or ability check is made at disadvantage.
  • The Chronomaster suffers an acute feedback loop, overwhelmed by the distortion. They are knocked prone and stunned until the end of their next turn, unable to act as reality corrects itself.

You can use this feature once per long rest at 10th level, increasing as you gain levels:

  • 14th level: 2 uses
  • 18th level: 3 uses

Master of the Hourglass

14th level Chronomaster Feature

You stand at the threshold of eternity. You can briefly manipulate the timeline in your vicinity.

Once per long rest, as an action, you can create a Temporal Zone in a 30-foot radius centered on yourself for 1 minute. While in this zone:

  • You and any creatures of your choice have advantage on initiative rolls, Dexterity saving throws, and may take one additional reaction each round.
  • Enemies of your choice in the zone have disadvantage on opportunity attacks and cannot benefit from bonus movement or extra actions granted by magic.
  • If a creature drops to 0 hit points in the zone, you can use your reaction to rewind them to 1 hit point instead—once per creature.

This zone is visible as a subtle ripple in the air, and may hum softly like a ticking clock.

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