Wizard Group |
---|
Classes |
Mage · Specialist Wizard · Channeller · Warlock · Defiler · Preserver |
Schools of Philosophy |
Abjurer Conjurer Diviner Enchanter Illusionist Invoker Necromancer Transmuter |
Schools of Effect |
Elementalist Dimensionalist Force Mage Mentalist Shadow Mage |
Schools of Thaumaturgy |
Alchemist Artificer Geometer Song Mage Wild Mage |
Elite Specialist |
Chronomancer |
Spells by School |
Wizard Spells by School |
class Group: | Wizard | |
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 | ||||||||||||
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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[]
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]
- read magic and detect magic required.[1]
- 1 chronomancy spell can be learned without rolling for it.[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)