TEXT: EN World EN5idEr | Those Who Walk Through Time
   
  writing GM Lent
   color art Yihyoung Li
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  M
  ost 
  creatures 
  don’t 
  think much about time as a 
  concept, let alone as a physical realm. 
  Virtually none seek an understand-
  ing any deeper than necessary to 
  keep their affairs in order. Some, 
  however, delve into the mysteries of 
  Time, and often find more than they 
  were seeking.
  Those who devote themselves to 
  the study of time fall mainly into 
  two categories: chronomancers, who 
  are warlocks who enter into a pact 
  with time dimensionals known as 
  “chronomentals”, and chrononauts, 
  wizards who devote themselves to 
  the study of and power over the 
  Plane of Time itself.
  Those Who Walk 
  Through
  TIME
  
  Those Who Walk Through Time | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
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  The Plane of Time 
  The Plane of Time is understood only vaguely, even 
  by those devoted to its study. Not truly an echo 
  plane like the realms of faerie and shadow, nor a 
  transitive plane like the Astral or Ethereal, the 
  Plane of Time (often misunderstood to be a demi-
  plane) touches all others but isn’t truly part of their 
  makeup. As such, normal methods of planar travel 
  (such as a plane shift spell or a cubic gate) cannot 
  transport a character there. Spells such as haste and 
  time stop tap into the Plane of Time, but true travel 
  to the plane can be accomplished only by those de-
  voted to its study.
  The Plane of Time unfolds in myriad ten-
  drils, each a discrete sequence of events called a 
  timestream. Moving among the timestreams are 
  the plane’s inhabitants, ranging from mindless 
  hungering void-entities that seek out and absorb 
  any creatures not from the plane to primordial, sen-
  tient manifestations of the plane itself. No denizen 
  from the Plane of Time is friendly toward mortals, 
  though not all are hostile – most, in fact, don’t even 
  perceive mortals as beings. Direct communication 
  with the plane’s inhabitants is incredibly difficult, 
  and even if a creature manages to attract the atten-
  tion of one of these planar entities, it must succeed 
  on a DC 25 Wisdom (Insight) check to understand 
  them and a DC 25 Intelligence (Arcana) check to be 
  understood by them. 
  Tethers
  All creatures that have a lifespan are connected 
  to the timestream in which they were born (their 
  “home timestream”) by a mystical link called a teth-
  er or lifeline. This tether is what allows the creature 
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  to age and process information regardless of where 
  in the multiverse they are; even in realms where 
  connections with the Plane of Time are altered or 
  weak, such as faerie realms, a creature still experi-
  ences the passage of time. 
  Only extremely powerful magic such as divine 
  intervention or an artifact can sever a tether, and 
  the effects of severing a tether are severe. Without 
  the link to its home timestream, a creature cannot 
  be affected by time. Such a creature cannot learn 
  or think or comprehend events around them, since 
  the tether is what allows a creature’s brain to pro-
  cess information in a linear and understandable 
  fashion. The creature that has its tether severed 
  falls unconscious until its tether is somehow 
  reconnected. 
  Creatures that lack a natural lifespan, such as 
  celestials, constructs, elementals, fey, fiends, and 
  undead, have no tethers. They experience the pas-
  sage of time differently from tethered creatures, 
  and are not subject to the condition described 
  above. 
  Timeslip
  A group of three or more chrononauts or chrono-
  mancers (called a “Moment”) can send a creature 
  forward or backwards through a timestream using 
  a ritual known as a Timeslip. The maximum dis-
  tance through time creature can travel is equal to 
  the Moment’s total levels × 10 years, and all mem-
  bers of the Moment must concentrate on the ritual 
  as though concentrating on a spell. The Moment can 
  maintain the effect for a number of hours equal to 
  its members’ combined Intelligence modifiers, and 
  for every hour the Moment maintains the effect, the 
  creature spends one day in the point to which they 
  are sent.
  Every time a member of the Moment stops con-
  centrating, the affected creature feels a small jolt. 
  Once half the members of the Moment stop concen-
  trating, the Timeslip ends and the affected creature 
  reappears in the same location it left its timestream, 
  a number of days older equal to the number of 
  hours the Timeslip lasted.
  
  EN World EN5idEr | Those Who Walk Through Time
  Guardians of Time
  As with all sources of power, there are those who 
  seek to manipulate the Plane of Time for nefarious 
  purposes. Whether by traveling to the past to as-
  sassinate a key historical figure or to the future to 
  obtain advanced weaponry or information, many 
  who discover the Plane of Time seek to alter history 
  in some way. Since most worlds are very particular 
  to their histories and heritages, there are two forces 
  that work to defeat such attempts: temporal inertia 
  and the Order of Chronology Devoted. 
  Temporal inertia is a term used to describe the 
  tendency of a timestream to preserve itself. For 
  example, a tyrant assassinated by a time-traveling 
  crusader may simply be replaced by another indi-
  vidual who rises to power and commits the same 
  atrocities, leaving the overall outcome unchanged. 
  Temporal inertia can only be overcome with incred-
  ible power, and few beings possess that power.
  The Order of Chronology Devoted, often simply 
  called “The Order,” is an organization of magic-us-
  ers dedicated to the preservation of a timestream’s 
  course. In this manner, the Order can be viewed as 
  a more active application of temporal inertia. The 
  Order consists mostly of chrononauts, but any char-
  acter willing to dedicate themselves to the Order’s 
  priorities is a potential candidate. It is not neces-
  sary for a chronomancer or chrononaut to be a part 
  of the Order, but the Order is swift and merciless 
  when it comes to punishing those who interfere 
  with the timestream.
  Chronomancers and chrononauts can learn and 
  employ spells and powers common to all warlocks 
  and wizards, respectively, but the specific spell 
  effects may manifest in slightly different ways. A 
  hold person spell cast by a chrononaut, for example, 
  might paralyze a creature by shifting it slightly 
  outside the main timestream, and a hypnotic pattern 
  spell might produce its effect not by shifting lights, 
  but by showing its target infinite possibilities and 
  futures. The Game Master is encouraged to work 
  with players to develop similar aesthetic distinc-
  tions to differentiate the magic of a chronomancer 
  or chrononaut from other spellcasters, but the dif-
  ferences should be purely cosmetic and have no 
  mechanical effects. 
  
  Those Who Walk Through Time | EN World EN5idEr
  New subclasses for members of the Order or for 
  self-taught chronomancers are presented below. 
  Warlock Patron: 
  The Chronomental
  Your patron is one of the time dimensionals, also 
  called “chronomentals.” It moves through, around, 
  and between timestreams, its form ever shifting 
  between all possible variations of reality, and you 
  have learned to draw upon its power. The Chro-
  nomental could be among the nobility or even the 
  royalty of its kind, seeking a means to communicate 
  its unique knowledge and perspective to mortals, or 
  it could be of a weaker sort, trying to gain aptitude 
  and influence in the temporal world. It is likely that 
  neither you nor your patron fully understand the 
  nature of your bond, and understanding is further 
  hampered by its habit of communicating with you 
  only by drawing phrases from your past. Warlocks 
  who form pacts with chronomentals are known as 
  Chronomancers. 
  Expanded Spell List
  The Chronomental lets you choose from an expand-
  ed list of spells when you learn a Warlock spell. The 
  following spells are added to the Warlock spell list 
  for you.
  Chronomental Expanded Spells
  Spell Level Spells
  1st
  expeditious retreat, sanctuary 
  2nd
  augury, blur 
  3rd
  haste, slow 
  4th
  death ward, giant insect
  5th
  modify memory, passwall
  Bonus Proficiency
  At 1st level, you become proficient in the History 
  skill.
  Witness to Time 
  Starting at 1st level, when a creature misses you 
  with an attack, you can use your reaction to fill its 
  mind with every possible failed outcome of that 
  attack. It must make a successful Wisdom saving 
  throw or be stunned until the end of your next turn. 
  Once you use this feature, you can’t use it again 
  until you finish a short or long rest.
  Wielder of Time
  At 6th level, you can manipulate the timestream 
  and warp the area around you to speed up time. 
  You can cast haste or slow once without using a 
  spell slot. You can’t do so again until you finish a 
  short or long rest. 
  At 14th level, when you cast haste or slow using 
  this feature, you can target two creatures instead 
  of one.
  Time’s Resilience
  At 10th level, your consciousness has expanded 
  beyond the ken of temporal creatures. You have ad-
  vantage on saving throws against being charmed, 
  and you have resistance to psychic damage.
  Outside of Time
  Starting at 14th level, you can briefly make your-
  self adjacent to the timestream, allowing you to 
  act while others around you appear frozen. When 
  you use this ability, you can take a number of turns 
  equal to your warlock level divided by 5 (rounded 
  down). During these turns you can move and act as 
  normal, but the effect ends if any action you take 
  affects a creature other than you or an object worn 
  or carried by a creature other than you. 
  Once you use this feature, you can’t use it again 
  until you finish a long rest. 
  
  EN World EN5idEr | Those Who Walk Through Time
  Wizard Tradition: 
  Chrononaut 
  Chrononauts are wizards who study, manipulate, 
  and travel through the magic of Time. They are 
  masters of the past, present, and future, aware of 
  multitudes of possibilities and timestreams. The 
  path of a Chrononaut can be one of study and dis-
  covery, or one of subterfuge and manipulation.
  Awareness Out of Time
  Beginning when you select this school at 2nd level, 
  you can briefly displace yourself in time to catch 
  glimpses of the past and future, granting you in-
  sight into both what has been and things to come. 
  You become proficient with the History skill if you 
  are not already, and double your proficiency bonus 
  when you make Intelligence (History) checks. 
  Additionally, you add your proficiency bonus to 
  Initiative rolls. 
  Manipulation Out of Time
  Starting at 6th level, you gain some measure of con-
  trol over the infinite timestreams. When a creature 
  within 30 feet of you makes an attack roll or skill 
  check, you can choose whether it succeeds or fails. 
  You can choose to use this feature after the die is 
  rolled, but before the outcome is determined.
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  Presence Out of Time
  Beginning at 10th level, you are able to phase in 
  and out of your current timestream. When a crea-
  ture makes an attack roll against you, you can use 
  your reaction to begin shifting through alternate 
  timestreams for 1 minute. While shifting, you must 
  make a DC 11 Intelligence check at the end of each 
  of your turns. If you succeed, you begin moving 
  between your current timestream and others, van-
  ishing from your original location. At the start of 
  your next turn, or if you stop shifting while you are 
  in one of the alternate timestreams, you return to 
  an unoccupied space of your choice that you can 
  see within 10 feet of the space you vanished from. If 
  no unoccupied space is available within that range, 
  you appear in the nearest unoccupied space. You 
  can stop shifting as an action, and automatically 
  stop shifting if you fall unconscious.
  While shifting through the alternate timestreams, 
  you can see and hear the one you originated from, 
  which is cast in shades of blue and gray, though you 
  can’t see anything there more than 60 feet away. You 
  cannot be seen or affected by creatures or effects 
  on the original timestream unless that creature has 
  truesight or a similar ability.
  You can use this ability a number of times equal 
  to your Intelligence modifier. You regain all ex-
  pended uses after you finish a long rest.
  Dominion Out of Time
  Beginning at 14th level, your mastery of observa-
  tion through time is supreme. You have advantage 
  on initiative rolls and cannot be surprised.
  In addition, your power over time’s working is so 
  great that you are able to step completely outside 
  your timestream for extended periods and bring 
  others with you. As an action, you and up to a num-
  ber of creatures equal to your Intelligence modifier 
  that you can see within 10 feet instantly gain the 
  benefits of completing a short rest.
  Once you use this feature, you can’t use it again 
  until you complete a long rest. e
  
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