Artificer - Chorister
DRAFT - CHANGES MAY APPLY / THIS USES THE UA2025 NEW VERSION OF THE ARTIFICER
Harness the power of Creation via the intertwined concepts of Time and Matter to achieve fundamental perfection as was the song that predated all Creation
Choristers do not sing nor atone, even better, they ditch the path of Faith, Prophecy and Hierarchy to take matters into their own hands, they don't chant the name of Fake Gods, they don't follow the advice of grain old men, nor they praise heinous acts committed in the name of something grander; no, they decide to lead their own choir. Despite their names, these practitioners of Artificiology are Horologists in profession, one that is normally practiced by bureaucrats who aim to understand the intricacies of time and space, or to wear a cutesy watch on a seventh day afternoon. Which is why, in their rebellion against the prohibition of the Schools of Chronurgy and Graviturgy, these artificers deemed themselves as leaders of their choir, Choristers, to let anyone who dares to ask know that they will lead their own tempo, chant their own harmony, and make everyone else sing along in unison, the rest is history.
You gain proficiency with Horologist’s Tools (which include a key for winding, hammers, five hardened steel files, shears, a jeweler's piercing saw, augers for wood, chisels, a bow-operated lathe, calipers, punches, and a staking tool.). If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice. In addition, when you scribe a Spell Scroll using the crafting rules in the Player’s Handbook, the amount of time required to craft it is halved.
Whenever you finish a Long Rest while holding Horologist’s Tools, you can use that tool to create a set of magical wristwatches, pocket watches, or fob watches by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Wisdom modifier (minimum of two creatures). Each target receives a watch of the type you chose for it, which always tells the time correctly and never falters. These targets are now part of your Choir and are considered as Choir Members until they get rid of the watch; if one of those targets, is you, the Chorister, you become the Choir Leader.
These watches last until you, the Choir Leader, die, or until the watches break (with selected special abilities), or until you use this feature again: at which point any existing watches created by this feature immediately vanish, and all targets stop being members of the Choir.
Furthermore, the power of these watches only works when worn by Members of Your Choir, if the watch is worn by any other creature who is not a member of your personal choir, the hands stop moving so it no longer tells the time, and their power is begone. So, whilst carrying the watch and being a Choir Member, the creature gains the following benefits:
Furthermore, the Choir Leader can use their Chorus' Clock as an Spellcasting Focus.
Ignoring all sense of logic and order, you try to take control of your own Fate and that of others, a criminal act of its own which is punished with life imprisonment, death, or worse, reeducation. It goes like this: whenever you target a creature with a single targeted spell, excluding yourself, you can perform the following Time Warps on the target with the use of a bonus action or an action.
These Warps normally chronoport creatures to different spaces in the board, if the space a target chronoports to is occupied by another living creature, you gather the Causality and recover hitpoints equal to half your artificer level (rounded down), and both creatures change positions (the other creature is chronoported to the space where you first teleported the target, switching places) and are both afflicted with a stack of Paradox for a number of turns equal to your Wisdom Modifier (minimum of 1), this will be important later. These are the Time Warps available at this level:
As an Action, you can target a creature within 60ft of you and chronoport yourself to an opposite symmetrical position relative to it (for example, if you are 50ft to the right of the creature, you chronoport yourself to a space 50ft to the left of it). This ignores full-cover or range of vision, you just chronoport to the space that falls under the correct calculations. If the space is occupied by another creature, you gather the Causality (recovering HP, as usual), and both of you get a Paradox stack (keep in mind that anyone else can consume your self-inflicted Paradox stacks if they have the ability to). If the space is fully covered by an object, the warp fails and the action is wasted.
You can do this a number of times equal to your Charisma Modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Once per Short Rest, you can use a charge of a charged Magic Item and delay its effects until command, like a Ready Action. When you use Chronal Abeyance on the item, the charge is expended but the effect does not take place immediately, instead, you encase the item in a chronal mote that contains the charge. This mote has the special property that it can be left levitating in the air or floating below water, it can only be moved by direct physical contact of any living creature. In the span of 1 hour, you can use your reaction to break the Mote and let the effects of the Magic Item take place, no matter what your distance is from it. If the effects of the charge are targeted (like a fireball), you decide the space it targets before manifesting the mote, not after you use your reaction to break it. If the effects require a creature to be targeted, be specific with your commands: “The first creature that comes within range”, “the creature with the True Name of X”, etc.
As an Action, target the area of a 100ft radius circle, you then break your personal Chorus' Clock, rendering it useless, to unleash a wave of chrono fluctuation that affects all enemies in the designated area, reapplying all damage and status effects an enemy has suffered by the hands of the Members of your Choir (including yourself) in the last six seconds a second time. This includes all things that occurred in the span between the end of your last turn, and the beginning of your current turn. The enemies need to roll a Constitution Saving Throw to endure its effects. If they fail, all damage and status effects they experienced are reapplied all over again, if they succeed, they just take half damage, and no status effects are reapplied. Furthermore, an enemy cannot take more net damage than 15% of its Max HP with a single use of this action, as some aspects of powerful effects are lost to time.
After you use this action, your Chorus' Clock breaks, so you don't get the effects of carrying the watch, and your Choir Members lose their Leader, but they can still use their personal Chronal abilities that don’t require one.
Your Chorus' Clock improves, giving all Choir Members the following new attributes:
As you gain mastery over the threads of time, you learn the following new Time Warps which can be use on yourself (by single target support spells, for example):
Harness the power of Creation via the intertwined concepts of Time and Matter to achieve fundamental perfection as was the song that predated all Creation
Choristers do not sing nor atone, even better, they ditch the path of Faith, Prophecy and Hierarchy to take matters into their own hands, they don't chant the name of Fake Gods, they don't follow the advice of grain old men, nor they praise heinous acts committed in the name of something grander; no, they decide to lead their own choir. Despite their names, these practitioners of Artificiology are Horologists in profession, one that is normally practiced by bureaucrats who aim to understand the intricacies of time and space, or to wear a cutesy watch on a seventh day afternoon. Which is why, in their rebellion against the prohibition of the Schools of Chronurgy and Graviturgy, these artificers deemed themselves as leaders of their choir, Choristers, to let anyone who dares to ask know that they will lead their own tempo, chant their own harmony, and make everyone else sing along in unison, the rest is history.
Level 3: Tool Proficiencies
You gain proficiency with Horologist’s Tools (which include a key for winding, hammers, five hardened steel files, shears, a jeweler's piercing saw, augers for wood, chisels, a bow-operated lathe, calipers, punches, and a staking tool.). If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice. In addition, when you scribe a Spell Scroll using the crafting rules in the Player’s Handbook, the amount of time required to craft it is halved.
Level 3: Chorister Spells
Level 3: Chorus' Clock
Whenever you finish a Long Rest while holding Horologist’s Tools, you can use that tool to create a set of magical wristwatches, pocket watches, or fob watches by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Wisdom modifier (minimum of two creatures). Each target receives a watch of the type you chose for it, which always tells the time correctly and never falters. These targets are now part of your Choir and are considered as Choir Members until they get rid of the watch; if one of those targets, is you, the Chorister, you become the Choir Leader.
These watches last until you, the Choir Leader, die, or until the watches break (with selected special abilities), or until you use this feature again: at which point any existing watches created by this feature immediately vanish, and all targets stop being members of the Choir.
Furthermore, the power of these watches only works when worn by Members of Your Choir, if the watch is worn by any other creature who is not a member of your personal choir, the hands stop moving so it no longer tells the time, and their power is begone. So, whilst carrying the watch and being a Choir Member, the creature gains the following benefits:
- Temporal Shield: once until the next long rest, Members can use a reaction when targeted by any single target melee, magic or ranged attack, to stop the watch for a brief couple of seconds and manifest a Temporal Shield that slows down anything in a 1 millimeter radius around the user's skin, like a temporal layer. When used, the damage that the attack would've made and any status effect it may inflict are delayed until the beginning of the user's next turn, giving them a chance to react accordingly. There is no way to evade the damage by getting out of the way as the energy of the attack is stored in the temporal layer, so even if the target moves away from the attack, the damage still goes through, but if any resistances or immunities are applied during the span of the reaction and the user’s next turn, the total damage will indeed be lowered.
- Initiative Shift: whilst rolling initiative before the start of any event that requires it, a Choir Member can forgo its rolled initiative and change it to play right after the Choir Leader, letting them participate in a simultaneous turn during the rest of the encounter. This can be done any number of times the member wants to, except when the Initiative is Drafted, or if the Choir Leader no longer possesses a watch.
Furthermore, the Choir Leader can use their Chorus' Clock as an Spellcasting Focus.
Level 3: Temporal Displacement
Ignoring all sense of logic and order, you try to take control of your own Fate and that of others, a criminal act of its own which is punished with life imprisonment, death, or worse, reeducation. It goes like this: whenever you target a creature with a single targeted spell, excluding yourself, you can perform the following Time Warps on the target with the use of a bonus action or an action.
These Warps normally chronoport creatures to different spaces in the board, if the space a target chronoports to is occupied by another living creature, you gather the Causality and recover hitpoints equal to half your artificer level (rounded down), and both creatures change positions (the other creature is chronoported to the space where you first teleported the target, switching places) and are both afflicted with a stack of Paradox for a number of turns equal to your Wisdom Modifier (minimum of 1), this will be important later. These are the Time Warps available at this level:
- Lag: the target is sent back the path it travelled on its last turn, you decide how many feet it’s moved back on the path, and it chronoports to that space (for example, if the creature moved 30ft in an L last turn, you can chronoport it to any square it thread during that 30ft walk). If the creature didn't move on its last turn, it chronoports right in the same place it’s on. If the creature is unwilling, it must do a Constitution Contest against you in a Contest of Presence, if it wins, it doesn’t move anywhere, if it loses, the chronoport goes through.
- Positional Warp: you bend the space between you and the target and move it between space and time. The target is chronoported to an opposite symmetrical position relative to you (for example, if the target is 30ft in front of you, it would chronoport it to a position 30ft behind you). If the position they are chronoported to is outside of your vision, fully covered, occupied by any object (not a creature), or has no ground to stand on, the chronoport fails and the target stays in place. If the target is unwilling, a Contest of Presence is required for it to go through.
- Chronoclasm: you target the creature and force it to do an Intelligence Saving Throw against your Spell Save DC, if it fails, you punish its transgressions against time, making it take 1d8 Force Damage plus 2d8 more for each Paradox stack it has on itself, consuming the stacks on use. If it succeeds, it takes no damage, but the stacks are not consumed.
Level 5: Time Jump
As an Action, you can target a creature within 60ft of you and chronoport yourself to an opposite symmetrical position relative to it (for example, if you are 50ft to the right of the creature, you chronoport yourself to a space 50ft to the left of it). This ignores full-cover or range of vision, you just chronoport to the space that falls under the correct calculations. If the space is occupied by another creature, you gather the Causality (recovering HP, as usual), and both of you get a Paradox stack (keep in mind that anyone else can consume your self-inflicted Paradox stacks if they have the ability to). If the space is fully covered by an object, the warp fails and the action is wasted.
You can do this a number of times equal to your Charisma Modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 5: Chronal Abeyance
Once per Short Rest, you can use a charge of a charged Magic Item and delay its effects until command, like a Ready Action. When you use Chronal Abeyance on the item, the charge is expended but the effect does not take place immediately, instead, you encase the item in a chronal mote that contains the charge. This mote has the special property that it can be left levitating in the air or floating below water, it can only be moved by direct physical contact of any living creature. In the span of 1 hour, you can use your reaction to break the Mote and let the effects of the Magic Item take place, no matter what your distance is from it. If the effects of the charge are targeted (like a fireball), you decide the space it targets before manifesting the mote, not after you use your reaction to break it. If the effects require a creature to be targeted, be specific with your commands: “The first creature that comes within range”, “the creature with the True Name of X”, etc.
Level 9: Dilation Restage
As an Action, target the area of a 100ft radius circle, you then break your personal Chorus' Clock, rendering it useless, to unleash a wave of chrono fluctuation that affects all enemies in the designated area, reapplying all damage and status effects an enemy has suffered by the hands of the Members of your Choir (including yourself) in the last six seconds a second time. This includes all things that occurred in the span between the end of your last turn, and the beginning of your current turn. The enemies need to roll a Constitution Saving Throw to endure its effects. If they fail, all damage and status effects they experienced are reapplied all over again, if they succeed, they just take half damage, and no status effects are reapplied. Furthermore, an enemy cannot take more net damage than 15% of its Max HP with a single use of this action, as some aspects of powerful effects are lost to time.
After you use this action, your Chorus' Clock breaks, so you don't get the effects of carrying the watch, and your Choir Members lose their Leader, but they can still use their personal Chronal abilities that don’t require one.
Level 15: Superior Chrona
Your Chorus' Clock improves, giving all Choir Members the following new attributes:
- Foresight: whenever you use a Flash of Genius on a creature or yourself, you also give it a Flash of Foresight, giving them advantage on their attack rolls and ability checks for 6 seconds, whilst making enemies who attack them or do any ability check against them in those 6 seconds have disadvantage. Mechanically, they retain these effects until the end of their next turn/interaction in the six second span.
- Dechronization: whenever a Choir Member's hitpoints are reduced to 0, they can break their Chorus' Clock to regress 6 seconds in time reloading to the exact same state they were on that last turn, recovering lost spell slots, health, charges, items, anything they lost or used during those 6 seconds. Mechanically, this means the state they were at the beginning of their last turn. Breaking the watch means they don’t get its effects anymore.
- Chronal Shift: this can only be done by the Choir Leader; you can regress or accelerate the lifespan of any magic item , the time translation can be done to any point within the item's lifespan, this means, you can transform it into the raw items that made it, up until whatever state it will be at the end of its life, be it a mound of dust, and opened timed chest, or a fully grown tree. Mechanically, this could mean replenishing charges of the magic item without having to wait until the next dawn, making effects cast on it finish sooner, accelerating its evolution process, making it stronger, or finishing its life cycle, destroying it or turning it into raw materials. It all depends on the magic item, and the DMs discretion. You can do this during the span of a short or long rest.
- Greater Dilation: your Dilation restage can do net damage up to 33% of the target's max health from a single use.
Level 15: Improved Temporal Displacement
As you gain mastery over the threads of time, you learn the following new Time Warps which can be use on yourself (by single target support spells, for example):
- Regress: the target is marked with regression until the end of their next turn, at which point they chronoport to the exact same place they were on the turn Regress was cast upon them (for example, if you cast Regress on an ally beside you, and, in their turn, they go up to melee range and attack an enemy, at the end of their turn they chronoport back to the same place they were when you cast it, right beside you, back to safety). It doesn’t matter if the creature is willing or unwilling, the effects are guaranteed to take place.
- Wormhole: the target must be a Choir Member within 120ft of you; in the blink of an eye, they travel through a metaphorical wormhole and exchange positions with any other Choir Member, no matter the distance, you just must specify their True Name to execute the exchange. This exchange is of course guaranteed to generate a Causality, and both are inflicted with a stack of Paradox.
- Obliteration Ray: draw a 30ft line emanating from the target, in any of the 8 possible cardinal directions, all enemies in the line must make a Dexterity Saving Throw against your Spell Save DC, including the target if the target itself is an enemy, if they fail, they take 1d12 Force Damage plus 1d12 for every stack of Paradox they have, which are therefore consumed. If they succeed, they take just 1d12 Force Damage, but the stacks are not consumed.











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