Arcane Tradition
Comments from the Finger: Here’s an updated version of the Chronomancer, the first post we made here. I would go with this version if you plan to make use of Chronomancy Spells, or the original if you don’t.
School of Chronomancy
The focus of the School of Chronomancy is harnessing the energies of flowing time, and manipulating them to suit your gain. It is a most dangerous tradition, as the practice of slowing, reversing, or diverting the flow of time can accidently tear novices to pieces, spreading them thinly across millennia, or sometimes even drop them wholesale into a new or old era, with no way of returning home. Masters, however, walk the generations as planeswalkers walk the cosmos. Experienced chronomancers can reliably (and literally) end most conflicts before they even begin.
Chronomancy Savant
Beginning when you select this school at 2nd level, all chronomancy spells are added to the wizard spell list for you. Additionally, the the gold and time you must spend to copy a chronomancy spell into your spellbook is halved.
Chronoshift
At 2nd level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. After you use this ability, you must finish a short or long rest before using it again.
Alter Causality
Starting at 6th level, when you cast a spell that does not affect any creatures as a result (e.g. the spell attack rolls miss, or all creatures succeed their saving throws and suffer no effects) you can alter the flow of time as a reaction so that the spell never happened, and you regain the expended spell slot. After you use this ability, you must finish a long rest before using it again.
Quantum Lag
At 10th level, when you cast a spell, you can delay its effect one to three turns. Before the spell is cast, you select the duration, the target, and roll any relevant attack rolls. Any effects on the spell’s targets, including saving throws, are resolved when the spell triggers. If any conditions change between casting and effect of the spell that would make the spell impossible – such as the target leaving the spell’s maximum range before the spell goes off – the spell fails. After you use this ability, you must finish a short or long rest before using it again.
Timewalker
Beginning at 14th level, you can borrow time from the present as an action, and use it in the future. Select a duration, either one round or two rounds. Time stops for you for this duration and you may take no actions. When this duration ends, no time passes for other creatures and you may move and act normally for the chosen duration. Time restores to normal if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 100 feet from the location where you cast it. After you use this ability, you must finish a long rest before using it again.