TEXT: Chronomancer
  A diminutive dwarf steps out from the gates of a 
  clockwork city, and steps forward into the past. A half-
  elf thrust through time finds herself in unfamiliar but 
  strangely prophetic lands. An ancient old man, wrinkled 
  and spotted with time suddenly turns back the clock to 
  reveal the face of a puckish young sprite. To most beings, 
  time is a strait forwards path from past to present, but 
  to a chronomancer, the very hours of the clock are but 
  tools to be wielded by skilled and intuitive hands.
  Relevance of Time
  Chronomancers are rare and unique beings. Either 
  gifted or cursed with an innate and indescribable 
  knowledge of time, they watch from a perspective 
  outside the ticking clock of chronological time. Using 
  their  powers to alter moments or craft intricately woven 
  timelines, a chronomancer can change the course of 
  battle or erase entire series of events from existence. 
  Chronomancy is a frightening and dangerous power, 
  and not to be wielded lightly. Those who do not truly 
  understand their power can find themselves lost forever 
  in the clockwork mechanization of infinite time - or 
  worse, locked forever in a single moment, doomed to 
  repeat there actions for all eternity. Time is a fragile 
  thing, and the misuse of it’s power has the potential to 
  whip out all of existence.
   
   
  ....or perhaps it already has.
  Creating a Chronomancer
  As you build your chronomancer, think about how you 
  first came to understand the ebb and flow of time. Did 
  some arcane mishap send you hurtling for eons through 
  the corridors of timespace? Or did some great cataclysm 
  launch you backwards, then forwards in time, only to 
  discover you had been burdened with terrible power? 
  Chronomancers are rarely created through careful study, 
  but perhaps one final epiphany unlocked the mysteries 
  of temporal manipulation within your mind?
  It can also be helpful to consider the mechanisms that 
  have brought you into path of adventuring. Where, or 
  perhaps more importantly, when, have you come from, 
  and what do you plan to do now that you are here. 
  With all of time and space at your disposal, why have 
  you chosen to involve yourself now? Are you trying to 
  fix mistakes made by your ancestors? Or desperately 
  fighting to stop events that cannot be allowed to pass?  
  Maybe you arrived by accident and are simply trying 
  to return to a home that ceased to exist 200 years 
  ago. Perhaps you are perilously attempting to right the 
  wrongs of your own doing, and repair the damage you 
  caused before time itself begins to fall apart.
  
  Class Features
  As a chronomancer, you gain the following class 
  features.
  Hit Points
  Hit Dice: 1d8 per level
  Hit points at 1st Level: 8 + you Constitution modifier
  Hit points at higher Levels: 1d8 (or 5) + your 
  Constitution modifier each level after 1st
  Proficiencies
  Armor: Light armor, Sheilds
  Weapons: Daggers, Spears, Quarterstaves, Shortswords 
  and Firearms (DMG pg 268)
  Tools: Gaming Sets, Tinker’s Tools
  Saving Throws: Intelligence, Wisdom
  Skills: Choose two from Arcana, History, Insight, 
  Investigation, Perception, Persuasion, and Religion
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background: 
  • Two shortswords or a shortsword and shield
  • A quarterstaff and leather armor
  • Your choice of a gaming set or tinker’s tools
  • A clock, hourglass, or chronometer
  • An ancient tome and an explorere’s pack
  Temporal Manipulation
  Chronomancers are capable of harvesting time itself to 
  fuel and empower their abilities, using a timepiece to 
  focus and channel their abilities
  Shards of Time:
  At 1st level you gain access to a pool of time energy in 
  the form of Shards of Time, which you can spend to 
  Manipulate time in various ways. You have a number of 
  Time Shards as shown in the Time Shards column of 
  the Chronomancer table. You regain all expended Time 
  Shards after completing a long rest.
  Manipulations
  At first level, You know three manipulations. You learn 
  additional manipulations at level 3, and again at 5th, 
  9th, 13th, and 18th level. Manipulations can be found 
  on the time manipulations list at the end of the class 
  description
  If a Manipulation requires you to roll a dice to determine 
  its effect, you use the Chrono-dice value listed on the 
  Chronomancer Table. If a manipulation requires the 
  target to make a saving throw The DC of this saving 
  throw is equal to 8 + your proficiency modifier + your 
  intelligence modifier
  The Great Clocks
  How a chronomancer chooses to make sense of time 
  can vary widely. Known as The Great Clocks, the three 
  prevalent schools of thought which chronomancers 
  commonly subscribe to are detailed at the end of the 
  class description, before the time manipulations list
  At 1st level, you choose one of these theories which you 
  subscribe to. Your Great Clock selection grants you 
  features when you choose it at 1st level, and again at 
  3rd, 6th, 11th, and 17th level.
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  Proficiency
  Bonus
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  +4
  +4
  +5
  +5
  +5
  +5
  +6
  +6
  +6
  +6
  Features
  Temporal Manipulation, Great Clock, Keeper of Time
  Ageless Liguistics, Primary Source
  Great Clock Feature
  Ability Score Increase
  Time manipulation Feature
  Great Clock Feature
  Ageless Linguistics
  Ability Score Increase
  Time manipulation Feature
  Chronoshelter
  Great Clock Feature
  Ability Score Increase
  Time manipulation Feature
  Ageless Linguistics
  ChronoShelter
  Ability Score Increase
  Great Clock Feature
  Time manipulation Feature
  Ability Score Increase
  Sands of Time
  Chrono 
  Dice
  d4
  d4
  d4
  d4
  d6
  d6
  d6
  d6
  d8
  d8
  d8
  d8
  d10
  d10
  d10
  d10
  d12
  d12
  d12
  d12
  Time 
  Shards
  2 + Int
  3 + Int
  3 + Int
  4 + Int
  5 + Int
  6 + Int
  6 + Int
  7 + Int
  8 + Int
  9 + Int
  9 + Int
  10 + Int
  11 + Int
  12 + Int
  12 + Int
  13 + Int
  14 + Int
  15 + Int
  15 + Int
  16 + Int
  Manipulations
  Known
  2
  3
  4
  4
  5
  5
  5
  5
  7
  7
  7
  7
  7
  11
  11
  11
  11
  11
  15
  15
  ChronomanCer
  
  Keeper of Time
  “One cannot become the master of time until one first 
  masters the telling of time.” - Unknown. Beginning 
  at lvl 1, You always know what time it is, even while 
  underground.
  Primary source
  You have experienced much of history first hand; At 2nd 
  level, you gain proficiency in History. If you already have 
  proficiency in this skill, you may double your proficiency 
  bonus when making history checks
  Ageless Linguistics
  Travelling through time has given you the chance to 
  learn some of the oldest languages in existence. at 2nd 
  level, You gain proficiency in 2 exotic languages. You 
  gain 2 additional exotic languages at 7th level, 14th level
  Ability Score Increase
  When you reach 4th level, and again at 8th, 12th, 16th 
  and 19th level, you can increase one ability score of 
  your choice by 2, or you can increase two ability scores 
  of your choice by 1. As normal, you can’t increase an 
  ability score above 20 using this feature. You can choose 
  to gain a feat as per the Player’s Handbook instead of 
  improving ability scores.
  Chronoshelter
  Beginning at 10th level, you can compress and expand 
  time to offer your allies rest in the midst of battle. You 
  may spend a shard to allow yourself and your allies to 
  complete a short rest in only a minute, so long as they 
  are within 50 ft of you
  At 15th level, you can expand time even further. When 
  you take a short rest through normal means, you can 
  spend 3 Time Shards to allow your party to gain the 
  benefits of a long rest instead. If you do so, you must 
  complete a long rest through normal means before you 
  can make use of this feature again
  You do not regain the use of your expended Time 
  Shards when you complete a rest using this feature.
  Sands of Time
  Upon reaching 20th level, you can manipulate the very 
  sands of time to undo a specific timeline. You expend 5 
  Time Shards to reverse time by up to 24 hours. 
  All experience and items gained within that time are 
  lost. All resources that were used within the time frame 
  become unused. You may choose up to 6 targets to 
  retain their memories of the original timeline; all others 
  are completely unaware of the change. You can only use 
  this feature once every 7 long rests (a week), or (at DM’s 
  discretion) risk destabilizing the very fabric of time.
  
  The Great Clocks
  Not all chronomancers comprehend time in the same 
  way, and the way in which a chronomancer chooses 
  to view time can have a drastic impact on how their 
  abilities develop. At first Level you choose one of three 
  theories of time, called you Great Clock 
  Clock of Relativity
  Keepers of the Clock of Relativity Understand that time 
  is a subjective experience. Every creature has their own 
  relative timeline, and by stretching and folding the fabric 
  of their own time, Chronomancrs of relativity are able to 
  change the very fabric of reality around them.
  Temporal Dilation
  When you choose this option at 1st level, you are able 
  to expand your personal time to move in ways that 
  seem physically impossible to others. Your base speed 
  increases by 10ft. This changes to 15ft at 6th lvl, 20ft at 
  11th, and 25ft at 17th.
  Chrono-Surge
  By stretching the fabric of time around yourself, you are 
  able to enter a state of subjective time called Chrono-
  Surge, allowing you to move and react faster than those 
  around you.
  At 3rd level you may spend a shard to activate your 
  chrono-surge as a bonus action. While surging, the 
  world around you slows down, allowing you to make 
  more effective use of your combat skills; you gain the 
  following benefits:
  • You have advantage on attack rolls against enemies
  • Enemies have disadvantage on attack rolls against 
  you. 
  Your surge lasts for 1 minute.  It ends early if take 
  damage or if your turn ends and you haven’t moved or 
  hit with a weapon attack since your last turn. You can 
  also end your surge on your turn as a bonus action. 
  Once you have surged a number of times equal to your 
  proficiency bonus, you must complete a long rest before 
  activating this ability again
  Fold-Space
  The shortest distance between two points is no 
  distance at all. Beginning at 6th level, you can fold 
  the fabric of timespace to instantaneously move from 
  one location to another. You gain access to the Trans-
  Temporal Locomotion manipulation and may use this 
  manipulation as a bonus action while surging. When 
  you do so, you may only transport yourself. 
  Beginning at 11th level, you no longer require line 
  of sight to use this manipulation when moving to a 
  location you have seen before. At 17th level, when you 
  use this manipulation as an action, you may spend an 
  additional shard to increase it’s range up to a mile.
  Quantum Barrage 
  Once 11th level is obtained, you can alter the flow of 
  time around you to unleash a barrage of attacks all at 
  once. While you are surging, you may choose to spend 
  up to 6 Time Shards to make a number of extra attacks 
  equal to the number of Time Shards spent. You must 
  complete a short rest before using this ability again
  Gravity Well
  At 17th level, you are able to compress vast amounts 
  of time at a single point in space, creating a well of 
  gravitational force. If your chrono-surge has been active 
  for at least 1 full round, you may choose to end it early 
  to create a Gravitational Well. 
  Choose one point within 30ft that you can see. All 
  creatures within 15ft of this point must succeed on a 
  dexterity saving throw equal to 8 + your intelligence 
  modifier + your proficiency bonus. On a failure they 
  take 1d10 dmg and are pulled 5ft towards the well. Any 
  creature that enters or starts it’s turn in the same space 
  as the well takes 10d10 dmg. 
  The Gravity well lasts for a number of turns equal to 
  how many rounds your surge has been active. 
  
  Clock of Infinite Hours
  With every choice and action taken, there are a plethora 
  of alternative realities where other choices might have 
  been made, and other actions may have been taken. 
  Those who keep the Clock of Infinite Hours understand 
  time as the branching tree of all possible actions and 
  realities. By reaching into these alternative timelines, 
  they are able to alter their own as they see fit.
  Visions of Infinity
  You can see every possible course of events, and adjust 
  your actions to create the most favourable outcome. 
  Beginning at 1st level when you choose this option, 
  you are capable of peering across multiple realities to 
  determine the best course of action.
  Whenever a situation allows you to attempt a task using 
  multiple skills, you may attempt the check with all of 
  them, and use the highest result.
  Alternative Self
  At 3rd level, Your connection to alternate timelines 
  allows you to access the skills of every version of 
  yourself across infinite time. You gain proficiency in two 
  weapons and one skill of your choice. Whenever you 
  complete a long rest, you may exchange one of these 
  proficiencies for another proficiency of your choice
  Synchronous Entanglement
  By taking advantage of your alternate selves, you can 
  reach into other realities to wield exactly the right tool at 
  exactly the right time.
  Beginning at 6th level, You may spend a short rest 
  to entangle a weapon or tool within your alternate 
  timelines. You may entangle a number of items equal to 
  your intelligence modifier + your proficiency modifier. 
  As a bonus action on your turn, you may spend a Time 
  Shard to summon an entangled item to your hand, 
  even if you are no longer in possession of that item. If 
  an entangled item is sold or traded, the money or item 
  received in return disappears the next time you summon 
  that item.
  Reality Shift
  Beginning at 11th level, you are capable of summoning 
  isolated sections of alternate timelines into your own. 
  As an action on your turn, you may create a sphere of 
  alternate reality with a diameter of 10ft, Centered on a 
  point within 30 ft that you can see. This zone lasts for 1 
  minute, or until you lose concentration. Effects caused 
  by the zone are contained to the zone, and creatures 
  or objects that originate from the zone do not leave the 
  zone unless forced to do so.
  When you create this zone, you spend a Time Shard to 
  roll on the Alternate Reality Table to determine it’s effect. 
  You may choose to spend additional Time Shards equal 
  to your intelligence modifier to roll additional times and 
  choose any of the results. 
  Temporal Multiplicity
  At 17th level, you are no longer limited by the 
  constraints of a single time line, and can choose 
  multiple courses of action at once.
  Once per long rest, you may spend time shards to create 
  a number of additional timelines equal to one-half the 
  number of Time Shards spent, up to a maximum of 
  three.  All timelines originate in your current space 
  and move on your turn. They can each move and take 
  actions separately, and start with your current hit points. 
  Any resources such as Time Shards or spell slots are 
  shared between all timelines.  
  Each timeline last for 1 minute. a timeline ends early if it 
  takes damage from a single source equal to 1/4 of it’s hit 
  points, or if it is restrained or immobilized. When a ends, 
  any damage or conditions it suffered are applied to the 
  remaining timelines. 
  
  Dice 
  Value
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Effect
  The world within the zone is too strange and alien to comprehend. All creatures with line of sight to the zone 
  are affected by the Weird spell.
  The zone is filled with an overwhelming sense of dread, as deadly traps suddenly materialize. 1-3 traps appear 
  in the zone, as defined by the DM
  A 1 foot thick wall made of an unknown metal appears. Any creature that would have been within the wall is 
  pushed to the one side of it. 
  The Zone is filled with rich treasure fit for a king. All creatures with line of sight to the zone must succed on a 
  dc 15 intelligence save or move their speed towards the zone. Beware of Mimics 
  The floor underfoot is replaced with quicksand. The zone is considered difficult terrain, and creatures who 
  enter or start their turn in the zone must succeed on a dc 18 str save or be restrained
  Strange machines appear within the zone, filling the air with cacophonous noise. Touching these machines 
  causes 1d10 lightning damage.
  The area is filled with impenetrable shadow, darker than even the blackest of nights. Creatures within the 
  zone are considered blinded and deafened. Creatures outside the zone cannot see or hear inside it.
  You open a tear into a world devoid of magic and wonder. The area within the zone appears in grayscale, and 
  is affected as if you had cast Antimagic Feild. 
  A pleasant pasture of green grass appears, containing 1-3 very confused farm animals. The zone is filled with 
  bright sunlight and the smell of fresh flowers.
  Thick carnivorous foliage suddenly appears within the zone. Movement through the zone costs 4ft for ever ft 
  of movement, and creatures who enter or start their turn in the zone take 2d6 damage
  The zone becomes a strange fantasy land characterized by Incessant music and dancing inanimate objects. 
  All damage done in this zone is considered nonlethal, and dying creatures are automatically stabilized. 
  The zone becomes a contained sphere of deep ocean. It is possible to swim through this sphere and remove 
  water from it, but water does not flow out.
  A violent blizzard engulfs the area. The zone becomes difficult terrain, and is heavily obscured by snowfall. 
  Creatures who enter or start their turn within the zone take 2d6 cold damage
  The Zone becomes an underground cavern full of glowing moss and strange crystal formations. This area is 
  filled with dim light and stalactites hang from above.
  Strange projectiles whiz through the air within the zone. Creatures in the zone must succeed on a dc 15 
  Dexterity save or take 6d6 piercing damage. 
  The zone becomes a densely populated city street. The area is considered difficult terrain. The denizens of 
  the city street only exist within the zone. If they are forced to leave the zone, they disappear
  The world within the zone operates on a different set of natural laws. Gravity is reversed within the zone as if 
  you had cast Reverse Gravity, and Metal objects produce bright light
  The zone becomes an barren and apocalyptic wasteland, teemign with dangerous beasts. 1-3 hostile 
  creatures decided by the dm appear within it.
  The ground within the zone is replaced by molten lava. 2-3 Large chunks of volcanic rock float 
  upon the lava at the DM’s discretion.
  Noxious fumes fill the zone with a thick haze, as if you had cast CloudKill. The cloud 
  remains stationary and  only exists within the zone. 
  alternate reality table
  
  Clock of Backwards Time
  Time does not flow in only one direction, and a Keeper 
  of Backwards Time understands this better than anyone. 
  To such chronomancers, cause and effect are not locked 
  in place; allowing them to pervert the flow of time to 
  create paradoxes within reality.
  Timelocked Rounds 
  By creating a time rift inside your weapons, you are able 
  to fire ammunition that you have already spent.
   Beginning at 1st level when you choose this option, 
  Your ranged weapons no longer consume ammunition 
  when fired, and thrown weapons reappear in your hand 
  at the end of each round.
  Retro-Causality
  By 3rd level, you can take actions “out of order” When 
  you take the attack action on your turn, you may spend 
  a Time Shard to send that attack backwards in time. 
  When you do this, you treat all targets as they were 
  6 seconds (one round) ago. This includes location, 
  conditions such as prone or flanked, and other effects 
  the target was under at that time. 
  The maximum time you can send your attack back 
  increases to 12 seconds (2 rounds) at 6th level, 24 
  seconds (4 rounds) at 11th level, and 1 minute (10 
  rounds) at 17th level.
  Contradiction paradox
  When you reach 6th level, you are able to sustain 
  apparent paradoxes within time. When you hit with 
  an attack using your Retro-Causality feature, you may 
  spend an additional Time Shard to force the target to 
  re-roll an attack or action that has already occurred.
  Butterfly Effect
  You are capable of making subtle alterations to the past 
  in order to create drastic effects in the present. At 11th 
  level, When you use your Retro-Causality feature, you 
  may spend an additional Time Shard to roll a number of 
  Chrono-Dice equal to the number of rounds your attack 
  was sent back in time, and deal the result as damage to 
  the target.
  Causality paradox
  At 17th level You are capable of sustaining self fulfilling 
  paradoxes, allowing you to completely traverse small 
  periods of time. When you use your Retro-Causility 
  feature, you may instead choose to send your future self 
  back in time.
  When you do this, a temporal duplicate of yourself 
  appears at a point within 20 ft that you can see. This 
  duplicate shares your in-game statistics and takes 
  damage whenever you do. It can move and take actions 
  as normal and lasts until you and the duplicate occupy 
  the same space. 
  You expend one Time Shard for every minute the 
  Duplicate exists. If you and the duplicate cannot occupy 
  the same space and you have no Time-Shards left, 
  The Duplicate disappears and you take 1d10 psychihc 
  damage for every round it was active
  
  Temporal Manipulations
  In order to learn a manipulation, you must meet it’s 
  prerequisites (listed in parenthesis.)  
  Accelerate(3rd lvl)
  As an action on your turn, you may expend one Shard to 
  cast Haste
  Borrow Time (13th lvl)
  You barrow a few moment’s from the timeline of your 
  target, giving your ally more time to act. As an action on 
  your turn, you may spend 2 Time Shards to force one 
  target to make an intelligence saving throw. The target 
  may choose to fail this saving throw. On a failure, that 
  target is immobilized and silenced until the start of your 
  next turn, and you choose one ally within 20ft that you 
  can see. That ally gains an extra action on their next 
  turn.
  Bolt of Time (1st lvl)
  Your attack glows with a temporal power as you strike. 
  As a bonus action when you hit with an attack or spell, 
  you may spend a shard to roll your chrono-dice and deal 
  additional damage equal to the result.
  Bullet Time (1st lvl)
  As a reaction when you are targeted by an attack, you 
  may choose to spend a shard to roll your chrono-dice 
  and add the result to your AC.
  Chrono-Step (5th lvl)
  By stretching and bending time, you seem to move 
  faster than physically possible. You may spend a Shard 
  to Dash as a Bonus action. While moving in this way; 
  you do not provoke attacks of opportunity and can move 
  along the surface of liquids as if under the effect of the 
  water walk spell. 
  Decelerate (1st lvl)
  As an action on your turn, you may expend one Shard 
  to cast Slow. The Spell save DC equals 8 + your 
  proficiency bonus + your intelligence modifier
  Delay Damage (1st lvl)
  As a reaction to taking damage, you may spend a Shard 
  to roll a chrono-dice and delay the damage a number of 
  rounds equal to the result
  Delay Effect (3rd level
  As a reaction when you or an ally casts a spell or uses 
  a spell-like ability, you may spend 2 Time Shards to 
  delay the effect of the spell up to a minute. If the effect 
  targeted a creature or object, the effect occurs on the 
  object regardless of any change in distance. if the effect 
  targeted a location or point in space, it occurs in that 
  location, despite the movement of the caster or other 
  creatures.
  Deja Veu (5th lvl)
  As a reaction to an attack or non-attack action, you can 
  expend a Shard to rewind time to before the attack 
  or action occurred, effectively nullifying any costs or 
  outcomes. You must be aware of the attack or action in 
  order to react this way and do not recover your reaction 
  as part of time rewinding. 
  Only you and the creature that performed the attack 
  or action are aware of the original outcome. Unless 
  otherwise compelled, the creature can attack a new 
  target or choose to perform a new action.
  Future Sight (1st lvl)
  You are capable of peering into the future to determine 
  the actions of your foe. You may spend a Time Shard 
  as a bonus action any time you make an attack or 
  skill check opposed by another creature to roll a 
  chronomancer dice and add the result to your roll.
  Beginning at 5th level, you may choose to apply this 
  bonus to an ally’s roll instead of your own.
  Loop Time (18th lvl)
  By creating a temporal loop, you are able to extend the 
  duration of an attack or spell. As an action on your turn, 
  you may spend up to 5 Time Shards to cause one of the 
  following effects: 
  • You set the duration of an effect that can be 
  maintained with a bonus action duration to a number 
  of rounds equal to the number of Time Shards spent. 
  • You double the duration of any effect with a duration 
  of 1 minute or longer, up to a maximum 24 hours.
  • You cause the a ranged projectile attack to re-occur 
  every round for an number of rounds equal to the 
  number of Time Shards spent.
  Effects maintained by this ability do not require 
  concentration.
  Pause (1st lvl)
  When you hit with an attack or spell, you may spend a 
  shard to force the target to make intelligence save. On a 
  failure, the target is stunned until the beginning of your 
  next turn .
  Read Timeline (5th level)
  As you touch an object, your perception of time expands 
  to show you it’s past, present, and future. As an action, 
  you may spend 1 Time Shard to touch an object and 
  view a single event in it’s current timeline. This event 
  may be in the object’s past or potential future.
  
  Revert Wounds (5th lvl)
  As an action you can spend one Shard to reverse the 
  flow of time on one creature within 20 ft that you can 
  see. The target regains a number of hit points equal to 
  your chrono-Dice + your intelligence modifier. 
  Beginning at 6th level, you may spend additional Time 
  Shards to target multiple creatures; you may target one 
  additional creature for each additional shard spent, up 
  to a maximum of 3. At 11th level, you can target up to 6 
  creatures.  
  Stasis (9th lvl)
  As an action, you may spend a shard to stop time in a 
  small, isolated area. You create a sphere 5ft in diameter 
  at a point within 20 ft that you can see. Within this 
  zone, time ceases to move forward: projectiles passing 
  through the zone stop in mid-air, liquids do not flow, and 
  objects do not age. Creatures that enter or start their 
  turn within the zone must succeed on an intelligence 
  saving throw or become immobilized and silenced until 
  the start of their next turn.
  You may maintain the zone as a bonus action by 
  spending an additional shard each round as a free 
  action; otherwise it lasts until the end of your next turn. 
  You must have concentration to maintain the zone.
  Stop Projectile (5th lvl)
  As a reaction when you are targeted by a projectile 
  attack, you can spend a shard to attempt to stop the 
  projectile in mid-air. Make a intelligence saving throw vs 
  the attack. On a success, the projectile is halted in mid-
  air until the start of your next turn.
   Beginning at 6th lvl, you may spend an additional shard 
  to instead change the target of the attack.
  Temporal Displacement 
  (18th lvl)
  You use your power over time to Displace a creature 
  from it’s own timeline into yours. As an action on your 
  turn, you May spend 5 Time shards to roll your chrono-
  dice and Summon one beast or construct of  CR rating 
  5 or less. 
  This creature remains for a number of rounds equal to 
  the result of your chrono-dice, and is considered an ally 
  to you and your allies. It acts on your turn, and follows 
  your verbal commands. If you Do not command the 
  creature on your turn, it instead attacks the nearest 
  enemy.
  Temporal Repair (1st lvl)
  You reverse the effects of time on an object to return it to 
  it’s former state. You may expend one time shard to cast 
  the Mending cantrip
  Temporal Replay (5th lvl)
  You skip time backwards by a fraction of a second, 
  causing your ally’s attack to strike twice. As a reaction 
  when an ally hits with an attack, you may spend one 
  Time Shard to cause the attack to deal it’s damage twice
  Temporal Anomaly (5th)
  You are capable of stretching time in battle to allow your 
  allies more time to act. Once per round, as a reaction, 
  you may spend a Shard to allow a creature to take an 
  action instead of a bonus action.
  Time Stop (18th lvl)
  Your innate understanding of temporal reality allows you 
  to temporarily remove yourself from the flow of time. As 
  an action on your turn, you may spend 5 Time Shards to 
  cast Time Stop as a chronomancer spell once between 
  long rests.
  Trans-temporal Locomotion 
  (11th lvl)
  You displace yourself in time, changing your current 
  location. As an action on your turn, you may spend a 
  shard to teleport to another location within 20ft that 
  you can see. When you use this manipulation, you may 
  spend additional Time Shards to transport up to 5 
  willing targets in addition to yourself. The number of 
  Time Shards required to perform the manipulation is 
  equal to the number of creatures transported.
  Weight of Ages (9th lvl)
  Once per encounter, when you hit with an attack against 
  a target, you can choose to spend 3 Time Shards to 
  attempt to age the target or their equipment. The target 
  makes a intelligence saving throw. On a failure, choose 
  one of the following effects
  Target: the target ages 1d4 years, and gains one level of 
  exhaustion.
  Armor: the target’s armor begins to rust or decay.  The 
  target takes a cumulative -1 penalty to AC for 1d4 
  rounds. This penalty remains until the equipment is 
  repaired. 
  Weapons: the target’s weapon begins to rust or decay. 
  The weapon takes a cumulative -1 penalty to its 
  damage for 1d4 rounds. This penalty remains until the 
  equipment is repaired
  
  Credits and 
  Acknowledgments
  Class By 
  DM Clockwork Dragon (Sebastian McCoy)
  https://dm-clockwork-dragon.tumblr.com/
  https://ko-fi.com/U6U6GK7U
  https://www.patreon.com/DMClockWorkDragon
  https://discord.gg/jr3gMsZ
  Images in order
  God of Time - Shiyao Jiang
  https://www.artstation.com/shiyaoj
  Chronomancer concept art - Kekai Kotaki
  http://www.kekaiart.com/
  Magic Time - Dennis Schiller
  https://www.artstation.com/dennisschiller
  Chronomancer and Mesmer - ©ArenaNet
  https://www.arena.net/
   
  Unnamed Desktop Wallpeper - unknown Artist
  https://www.desktop-background.com/wallpaper/planet-
  computer-wallpapers-desktop-backgrounds-117457
  .All Clocks and Flourishes are the beautiful concept 
  sketches of Eric Freitas, who actually makes these 
  functional clocks. - I am so sorry for butchering your 
  incredible designs.
  Special thanks
  A huge thank you to Zst0rm for his/her wonderful 
  chronomancy class. This started as a few modifications 
  to make your class function well in my campaign setting, 
  and turned into something completely new.
  Also to my Friends and Players for helping to me 
  balance and playtest (still an ongoing process)
  And especially to my Wife, who had to put up with me 
  for nigh-on a month while I obsessed over this
  Template and Backgrounds By 
  Nathanaël Roux
  https://www.patreon.com/barkalotdesigns
  Fan Content Notice
  The Alchemist Class is unofficial Fan Content permitted 
  under the Fan Content Policy. Not approved/endorsed 
  by Wizards. Portions of the materials used are property 
  of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Notes By the Author
  The Chronomancer is a very unique class in that it 
  allows a Player Character to change the course of 
  past events. I’ve worked hard to ensure that the class 
  balances mechanically, but there are always some 
  unforeseen circumstances that come up when dealing 
  with time travel, and to some DM’s that’s scary.
  Manipulating time can give PC’s a lot of power to 
  alter the course of their adventure, but I see that 
  as opportunity for creative roleplay, rather than a 
  problem the DM has to solve. How does the rest of the 
  party react to time shifting around them? 
  What About when the party incorporates such time-
  shifts into their plan? Do they act more recklessly, 
  knowing full well they can just reset? When wealthy 
  nobleman lets it slip publicly the he is having an 
  affair with the queen, does the party go back in 
  time 60 seconds and try to blackmail him with the 
  information? Or do they find ways to hide secrets of 
  their own within their own alternate timelines?
  Keep in mind while you DM, what sort of unique 
  puzzles and solutions might result from mucking 
  about in the time stream, and what unique challenges 
  you can present for players that are able to alter the 
  flow of time. 
  I have intentionally left some things vague, such as the 
  effects of using the chronomancer’s lvl 20 ability more 
  than once a week. This is because I see these things as 
  open invitations. It gives the dm the freedom to allow 
  players to attempt something that might be incredibly 
  over-powered, at the risk of some great unknown. 
  What does it mean to Destabilize time itself? What 
  happens if a Chronomancer is Foolish enough to 
  become locked in their own temporal stasis? These are 
  opportunities to explore the unique consequences of 
  chronomancy.
  uNpredictABle creAtivity
  In one of my campaigns, our Gnome Chronomancer 
  used his Retrocausality class feature while aboard a moving 
  train, firing into the empty air. None of the enemies had 
  moved in the last few rounds, and I was very confused 
  at first when he told me he was sending his attack back 
  exactly 1.23 seconds into the past. Then it hit me! 2 
  rounds ago, he had asked me how fast the train was 
  going, and in what direction. Knowing that, he had 
  actually calculated how far back he needed to fire at a 
  point he could see to hit a target that had not moved 
  from behind cover the entire encounter, since he was still 
  moving due to the speed of the train! 
   Needless to say, I had never considered how that ability 
  might work aboard a moving vehicle, so I was surprised 
  and thrilled that he had been so creative.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Clockwork Dragon/05-Archived Work/Chronomancer V2.pdf