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Shiro

10 Level (0/85000 XP for level-up) sage Background cursed human Race / Species / Heritage neutral Alignment
chronomancer
Level 10
Hit Dice: 10/10
1d8+4 Class 1
Arcane Archer
Level 1
Hit Dice: 1/1
1d+4 Class 2

STR
15
+2
DEX
18
+4
CON
18
+4
INT
19
+4
WIS
20
+5
CHA
14
+2
93
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
40
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+9 Attack mod
WIS Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+8 Dexterity
+4 Constitution
+4 Intelligence
+5 Wisdom
+6 Charisma
saving throws
+4 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+2 Deception CHA
+4 History INT
+5 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+5 Medicine WIS
+4 Nature INT
+5 Perception WIS
+6 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+8 Sleight of Hand DEX
+12 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
The Reaver +15 WIS 2d6 piercing
dagger +9 WIS 1d4
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Temporal Rift +9 120 concentration 1 minute
 Notes:You raise a free hand and let loose a glowing turquoise orb of temporal instability at a point within range, causing the very land around to warble uncontrollably as it shifts through time and space. For the duration of the spell, a 20ft diameter circle, acts as difficult terrain.
Bolt of Time +9 action 60 2d6
 Notes: You send out an orb of warped time to a creature within range and try to manipulate its cognitive function. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 force damage and can't take a bonus action until the end of its next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Vortex Gaze +9 20 Concentration, 1 round
 Notes:Not many have seen what you have seen in the Astral Realm, you have seen cities form in seconds, creatures age in reverse you have even gazed into Time itself. The images within your mind burn through your eyes. Choose one creature you can see within range. The target's eyes are drawn to yours and they must make a Wisdom saving throw. On fail the target is stunned until the start of your next turn. On a successful save the creature shrugs off the effects and can not be affected by this spell for 24 hours.
Arrow Return +9 bonus action
 Notes:As a bonus action, you may return a magical arrow you fired to your hand.

Level 1 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Rift Balance +9 1 Action 30 2d8
 Notes:Chronomancers are tasked with keeping balance in the Astral Plane, whenever you remove something, something must take its place. You raise your hand at a target within range as their Astral energy flows towards your hand, you then raise your other hand at another target and the energy flows through both your hands and the Astral energy passes from your second hand into the second target. The first target must make a Constitution save or take Necrotic 2d8 damage, you can then heal another target by the same amount of damage of your choice, you cannot choose yourself.
Hunter's Mark +9 90 Concentration, up to 1 hour 1d6
 Notes:You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Bolt +9 reaction 2d8
 Notes:As a reaction, you may shock a creature that has hit you with a melee attack. This creature may make a Constitution saving throw versus your spell save DC to take half of the 2d8 lightning damage and not lose their reaction. When you cast this invocation using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st.
Searing Shot +9 bonus action 60 1d8
 Notes:As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a Constitution saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2th level or higher, both instances of damage increase by 1d8 for each slot level above 1st.

Level 3 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Piercing Shot +9 1 action 5d10
 Notes:As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a Dexterity saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. When you cast this invocation using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Level 4 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Veil of Compressed Time +9 1 action self concentration 1 minute 5d8
 Notes:Closing your eyes and outstretching your arms and muttering a few Astral words a blue glow envelops your entire body, this extra layer constantly shifts to where any impact is found. When a weapon successfully hits the veil, it releases a small amount of stored energy in a miniature explosion. Once this spell has been cast, your AC increases by 2 additionally, once you have been hit the target must make a Constitution saving throw or it takes 5d8 Force damage and the spell fades. At higher levels, When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by an additional minute for each spell slot level above 4th.
Split Causality +9 1 action 60 5d8
 Notes:Using the Astral Energy that flows around all creatures you can temporarily split the conscious mind from the instinctual mind. All creatures within a 10-foot radius of a point in range must make a Wisdom saving throw, any creature that fails its save must on its next turn attack the closest creature to it, friend or foe. If a creature fails the save it can break the spell by taking 5d8 psychic damage.
Bane Shot +9 1 Bonus action touch 5d6
 Notes:You touch three pieces of ammunition, infusing them with the power of time. For the duration, when you land a hit with a weapon using the ammunition, the target must make a Constitution saving throw. It takes an extra 5d6 piercing damage on a failed save, or half as much on a successful one.
Dimension Door +9 1 action 500 4d6
 Notes:You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Level 5 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Astral Entity +9 1 action Concentration, up to 1 minute
 Notes:You close your eyes and focus on the Astral Energy around you as your form slowly starts to dissipate in blue flashes until you completely leave the material plane. You turn invisible and cannot be damaged, you remain in this state until you choose to take an action to dispel it or the spell ends. You cannot attack while in this form additionally only creatures with truesight can locate your position they can still not damage you however.
Geas +9 1 minute 60 feet 30 days 5d10
 Notes:You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Magic Bowman
Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them.

Magic Bow
By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. Your ranged attacks now deal additional damage equal to half your Intelligence modifier, rounded up.

Well Read
By 6th level, you have developed a knack for knowing the age-old stories of magicians and searching for clues related to them. You gain advantage on History and Investigation checks related to magic.

Enchanted Projectiles
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to Armor Class through magic. Additionally, your ranged attacks now deal additional damage equal to your Intelligence modifier instead of half your Intelligence modifier. Magic Marksman
At 3rd level, you may pick an subclass from Magic Bowman or Precision Sniper. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.

Ability Score Improvement
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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Status Resistance
By 7th level, your use of imbuements and arcane magic has imbued your mind and body with protective magic. You have advantage on saving throws against being blinded, frightened, and petrified. Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Suspending the Aether
Starting at 1st level, you have fate points equal to the fate point chart listed above. You regain expended fate points upon finishing a long rest. When a creature within 30 feet of you, that you can see is casting a spell, you may spend a fate point as a free action and suspend that one spell for one round of combat. You may not use this feature more than once on a single creature. In addition, any spells cast by you can be suspended. A suspended spell doesn´t take effect until it is no longer in such state, and an antimagic field touching the area of the origin of such will still have it´s effects on it. A suspended spell will take its effect from where it was casted, no matter the caster´s position or current state.

At 16th level, you are able to prolong the effect of this feature by performing an arcana check with a DC of 10 + (the spell level multiplied per three For example, an enemy wizard casting a time stop spell, which is a level 9 spell, would require you to succeed on a DC 37(10+27(which is 9x3) arcana check. On a successful check, the effects of this feature last for 1d4+your proficiency modifier; suspending them in this way requires your concentration.

Spellcasting
As a conduit for temporal power, you can cast chronomancer spells.

Cantrips
At 1st level, you know Two cantrips of your choice from the Chronomancer spell list. You learn additional chronomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chronomancer table.

Spell Slots
The Chronomancer table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you are a 3rd-level Chronomancer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the chronomancer spell list.
The Spells Known column of the Chronomancer table shows when you learn more chronomancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn two new spells of either 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the chronomancer spells you know and replace it with another spell from the chronomancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Wisdom is your spellcasting ability for your Chronomancer spells. The power of your spells comes from your connection to the multiverse. You use your Wisdom whenever a Chronomancer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Chronomancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Chronomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a Divining Rod, Crystal, or Orb as a Spellcasting Focus.

Chronal Shift
At 2nd level, you may spend one fate point so you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

Temporal Awareness
Starting at 2nd level, you can add your Wisdom modifier to your initiative rolls.

Timely Path
Starting at 3rd level, you must choose a Timely Path. The options are either Enforcer of Time, Guardian of the Timeless Gaze, and Time Lord; this choice grants you benefits when you choose them, and again at levels 6, 10 and 18.

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. You cannot increase an ability score above 20 using this feature.

Momentary Stasis
When you reach 6th level, as an action, you may spend three fate points to magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

Arcane Abeyance
At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. At 5th level, you gain Fate Points bonus equal to your Wisdom Modifier if you had chose Time Lord as Timely Path. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if 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 and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

Wheel of Time
At 10th level your studies allow you to spin the wheel of time and alter the fate of yourself and other creatures. You know how to bend time to do the following: Accelerate, Decelerate and Surge. Your access to this bend in time is represented by fate dice; when reaching this level, you may roll a 1d4; on a 1, you may use Accelerate on a 2, you may use Decelerate on a 3, you may use Surge on a 4, you may use one of the previous options, selected by you.

You reroll this fate dice each short rest

Accelerate
As a bonus action, you may expend 1 fate point to move forward the wheel of time. Either yourself or a targeted friendly creature within 20 feet of is now allowed to use one additional action.

Decelerate
As a reaction, you may expend 2 fate points to slow down the wheel of time. When you take damage from an attack, you are able to delay the damage dealt for 1 turn. As soon as your next turn begins, you take damage equal to the damage of the previous attack.

Surge
As an action, you can expend 1 to a maximum of 4 fate points to repel the fates of certain allies. Up to two target friendly creatures takes 1d10 per fate point less damage until the start of your next turn. Spending more than 1 point increases the duration, for example, 2 points would be until the start of your second turn, 3 would be until the start of your third turn, and 4th would be the start of your 4th turn.

Convergent Future
Starting at 14th level, you can spend two fate points to peek possible futures, using this knowledge to pursue that future. When you or a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to give it advantage on the roll.

When you use this ability, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Supreme Chronomancy
Once reaching level 18, you gain supreme domain upon the delicate time flow over reality. Spending ten fate points you are able to cast the "time stop" spell as a free action without expending spell slots, following its other rules. Additionally, you may spend three fate points as a bonus action while in the effects of this spell, to obtain one of the following benefits:

Time dilation. you extend the effects of the "time stop" spell for other 1d4 rounds.

Time bubble. you choose a point that you can see, in there, spawns a 30ft magical sphere where time is unaffected by the "stop time" spell.

Time inclusion. A creature that you can see is now under the same rules as you, as if he has casted the time stop spell.

Undo Timeline
Once reaching level 20, you may spend thirty fate points to make a time-change; you may rewind time, and only you and 10 other creatures may remember it (your choice), as well as someone who sees you casting this feature, who can make a wisdom saving throw so he doesn't forget a thing at all. All items gained within that time are lost. You can only use this feature once every year, and after doing so, you immediately age a quantity of time equal to the amount of time rewinded using this ability x 100, and you need to stay alive at least for one minute when the rewind is done, otherwise, the rewind is impossible, since it needs two points sustainable of space time to be done, therefore, you must not die of old age by this mean, or any other. For example, if everyone was about to die to a Tarrasque the Chronomancer can revert back in time to an hour before they encountered the Tarrasque to inform the party of everyone's unfortunate demise, or maybe return with it´s allies, in either case, the Chronomancer is aging 100 hours, or 4 days. This is an extremely big story changer, you must inform and collaborate with your Dungeon Master.

Enforcers of Time
Your thoughts about how time magic should be used and how others should use it turns you into the law of time itself of how others use time magic.

Cunning action
When you first choose this timely path, your quick thinking, agility and time comprehension allows you to move and act faster than others quickly, you can take a bonus action on each of your turns in combat. This action can be used to only take the dash, disengage, or hide action.

Blink of an eye
At 5th level, when you move, you may take a step out of time, then come back into the present. Once per turn you may teleport into an unoccupied space that you can see, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity.

Timeless ammunition
At 10th level, you may suspend your ammunition in time as a free action (after you shoot it, using the accelerated nature of the aether around), so they stay in the air. In this way, they are motionless, and creatures attempting to move it or push it need to succeed a Strength check against your spellcasting DC; they may move it away 5 feet per number that exceed your DC (example: you have a spellcasting DC of 17, and someone score barely a 17; that is able to push it 5 feet in a direction. If said creature succeeds with a 19, that means that said creature is able to push the ammunition 15 feet). Such action requires your concentration, regardless of which, when or how many of your ammunition are suspended. When you lose concentration, or when you desire so, the ammunition returns to its motion, in the direction the point of the ammunition is going.

Temporal Paradox
At 18th level, as a bonus action, you may spend 3 fate points to fuse the aether and the fabric of time together, wrapping it into a condensed paradoxic-sphere, that may be infused into one of your ammunitions, or as a fragile, very light, improvised weapon which deals no damage; launching it would make it detonate, and any creature within 30 feet of where it lands must either succeed a Wisdom saving throw and have their speed halved until the end of your next turn or become stunned for 1d4 rounds. If the paradoxic sphere is not used in the next 20 seconds upon its creation, it may detonate at any random moment and no longer triggers upon launching it, potentially affecting its creator or it´s allies; when it´s detonated is decided by the DM or by rolling dice; a 1d100 quantity of time, which it is decided on a 1d10 (a 1 is seconds, 2 is minutes, 3 and 4 means hours, 5, 6 and 7 are days, 8 are weeks, 9 means years, and 10 are centuries)

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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