Wizard: Chronurgy Magic

Arcane Tradition


Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.


Level 2

As a reaction, after you or a creature you can see within 30ft. of you makes an attack roll, ability check or saving throw, you may force the creature to reroll. You may make the decision after you see whether the roll succeeds. The target must use the result of the second roll. You may use this ability twice per long rest.


Level 6

You may add your proficiency bonus to your initiative rolls.


Level 10

Whenever you cast a spell using a spell slot of 4th level or lower, you may condense the spell's magic into a mote. The spell is frozen in time at the moment of casting, and held within a grey bead for 1 hour. This bead is a Tiny object, with AC 15 and 1 hitpoint, and is immune to poison and psychic damage. When the duration ends, or the bead is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus or save DC, and the spell treats the creature who released it as the caster for all other purposes. You may create a bead once per short rest.


Level 14

You may peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. Whenever you or a creature you can see within 60ft. of you makes an attack roll, ability check or saving throw, you may use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed, or one less than that number (your choice).


Source: Explorer's Guide to Wildemount