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Chronomancers
class Group: Wizard
Chronomancer
Source: Chronomancer: Chronomancers (CB)
Ability Score
Requirements:
Intelligence 17
Wisdom 16
Prime Requisite: Intelligence
Wisdom
Races Allowed: Human, Elf, Half-Elf
Alignment Allowed: All except chaotic alignments

Chronomancers draw power for their mystical ability directly from the energy created by the momentum of time.

They are considered a Specialist Wizard, but classed as an "Elite Specialist" so some aspects differ from regular Specialist Wizards.

Chronomancers
Spell Slots per Spell Level
Level Exp Hit Dice (d4) THAC0 1 2 3 4 5 6 7 8 9
1 0 1 20 1
2 3,000 2 20 2
3 6,000 3 20 2 1
4 12,000 4 19 3 2
5 24,000 5 19 4 2 1
6 48,000 6 19 4 2 2
7 72,000 7 18 4 3 2 1
8 105,000 8 18 4 3 3 2
9 160,000 9 18 4 3 3 2 1
10 285,000 10 17 4 4 3 2 2
11 425,000 10+1 17 4 4 4 3 3
12 850,000 10+2 17 4 4 4 4 4 1
13 1,235,000 10+3 16 5 5 5 4 4 2
14 1,610,000 10+4 16 5 5 5 4 4 2 1
15 1,985,000 10+5 16 5 5 5 5 5 2 1
16 2,370,000 10+6 15 5 5 5 5 5 3 2 1
17 2,755,000 10+7 15 5 5 5 5 5 3 3 2
18 3,140,000 10+8 15 5 5 5 5 5 3 3 2 1
19 3,525,000 10+9 14 5 5 5 5 5 3 3 3 1
20 3,910,000 10+10 14 5 5 5 5 5 4 3 3 2

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-10): 1d4 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 11+): +1 HP per level
  • Multi-Class/Dual-Class:
    • Humans can become dual-classed chronomancers. Chronomancers req for being second class is Intelligence of 18 and a Wisdom of 17.
    • Regular multiclassing is not possible, since chronomancy automatically requires specialization.

Starting Equipment[]

  • 1 spell book
  • (1d4+1) × 10 gp (to be used to buy equipment, or to keep)

Equipment[]

  • Armor: Cannot wear armor & cast spells at the same time.
  • Weapons: Allowed to use: Dagger, Staff, Darts, Knives, and Slings

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts with 4 Non-Weapon Proficiencies
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Wizard categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Starts at level 1 with 1 Weapon Proficiency Slots
    • -5 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
  • Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.

Player's Option: Combat & Tactics

  • Attack of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two-handed Weapon, Unarmed, Missile/Thrown Weapons

Chronomancers Speciality[]

There are 2 Chronomancers Specialities, which can either be used or ignored:

Spellbook[]

  • Cannot learn spells from the abjuration, conjuration/summoning, and necromancy schools of magic
  • Like other Specialists, have one extra spell slot at each spell level. This slot has to be an Chronomancy Spell.

Learn Spells Roll[]

  • The learn spells roll can be found by looking up the Intelligence Ability Score table. Chronomancers will adjust this value depending on the spell:
    • +10% chance when learning a chronomancy spell
    • -25% chance when learning spells from other schools.

Starting Spells[]

  • At 1st-level the spell book contains 3d4 1st-level spells.[1]
    • 2 of the starting spells must be read magic and detect magic[1]
    • 1 of the starting spells can be of the Chronomancer's specialty (1st level spell only) without making a learn spells roll.[1]
    • The rest of the starting spells can be chosen from universal magic spells (1st level spell only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells.[1]
    • The DM may assign a spell list instead to start with.[1]

Learning New Spells[]

  • Can only learn spells of a level for which you have spell slots.
  • Can learn a spell from another's spell book with a learn spells roll.
  • Gain 1 spell when leveling up. This spell should be in the Chronomancer's specialty if possible.[1]
    • There are exceptions to this rule, such as the Elementalist, who doesn't gain a free spell at level up.
  • The maximum number of spells you can learn per level can be found out by looking up the Intelligence Ability Score table.

Casting Spells[]

  • A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
  • Chronomancers may memorize one additional spell per spell level, provided the spell selected belongs to the specialist's school.
  • The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
  • A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.

Special Resistances[]

  • The usual saving-throw bonus chronomancers would receive against their own school is cancelled.
    • Any non-chronomancer hit by a chronomantic spell still saves at a -1 penalty, though.
  • 5th level: becomes immune to the effects of slow and haste spells
    • -2 penalty to their save if enemy casters is a specialist of a opposition school (abjuration, conjuration/summoning, and necromancy)

Saving Throws[]

Chronomancer Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
1-5 14 11 13 15 12
6-10 13 9 11 13 10
11-15 11 7 9 11 8
16-20 10 5 7 9 6
21+ 8 3 5 7 4
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Note: "Special Resistances" section adjusts some of these reistiences.

Level 1 Character[]

  • Starting HP: 1d4 HP
  • Starting funds: (1d4+1) × 10 gp
  • At 1st-level the spell book contains 3d4 1st-level spells.[1]
  • 4 Nonweapon Proficiencies Slots
  • 1 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots

Leveling up[]

At level up:

  • Roll 1d4 HP (unless level 11 or higher, then add 1 HP instead)
  • Gain 1 chronomancy spell[1]
  • Check "Chronomancer Saving Throws" table above to see if your saving throws change.
  • 1 Weapon Proficiency slot gained at levels 6, 12, 18 (every multiple of 6)
  • 1 Nonweapon Proficiency slot gained at levels 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • Check top table to see what current spell slots are available & if THAC0 updates.
  • 5th level: becomes immune to the effects of slow and haste spells
  • 5th level: -2 penalty to their save if enemy casters is a specialist of a opposition school (abjuration, conjuration/summoning, and necromancy)

References[]

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