Aspect Codex
Chronokinesis
Chronokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Chronokinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Momentary Speed
Until the start of your next turn, your speed increases by 10 ft., and you have advantage on the next DEX saving throw you make.
Aging Touch
Make a melee power attack against one creature or unattended object. On a hit, the target takes 4 (1d6) necrotic damage. If the target is an object, the damage is doubled.
Gift of Alacrity
Touch one willing creature. For the duration, the target can add 1d8 to initiative rolls. A creature can benefit from only one Gift of Alacrity at a time.
Dragging Moment
Choose one creature you can see within range. The target must make a WIS save or have its speed reduced by 10 ft. and lose reactions until the start of your next turn.
Flicker Back
When a creature you can see within range is hit by an attack, the target gains +2 AC against the triggering attack. If the attack misses, the target may move 5 ft. without provoking opportunity attacks.
Withering Second
Choose one creature you can see within range. The target must make a CON save, taking 7 (2d6) necrotic damage on a failed save, or half as much on a success. On a failed save, the target cannot regain hit points until the start of your next turn.
Quickened Step
Your speed increases by 20 ft. until the end of your turn, and you may take the Dash action as part of this bonus action.
Temporal Snare
Choose one creature you can see within range. It must make a WIS save or its speed becomes 0 and it cannot take reactions until the start of your next turn.
Rewind Injury
When a creature you can see within range takes damage, reduce the damage by 2d8 + your INT modifier.
Entropic Pulse
Creatures of your choice in the emanation must make a CON save, taking 10 (3d6) necrotic damage on a failed save, or half as much on a success. On a failed save, their speed is reduced by 10 ft. until the end of their next turn.
Accelerated Reflexes
When you roll initiative or make a DEX saving throw, add your INT modifier to the roll.
Slow
Choose up to six creatures in a 40-ft. cube centered on a point within range. Each target must make a WIS save or have its speed halved, take a -2 penalty to AC and DEX saves, lose reactions, and take either an action or a bonus action on its turn, not both. The target repeats the save at the end of each of its turns.
Temporal Split
Move up to your speed. During this movement, you may pass through occupied spaces, and you do not provoke opportunity attacks.
Aging Burst
Choose one creature you can see within range. It must make a CON save, taking 23 (5d8) necrotic damage on a failed save, or half as much on a success. On a failed save, it has disadvantage on STR and DEX checks until the end of its next turn.
Haste Surge
Your speed doubles, you gain +2 AC, and you have advantage on DEX saving throws. Once per turn, you may take an additional action that can be used only to Dash, Disengage, or make one weapon attack.
Siphon Time
Choose up to three creatures within range. Each target must make a WIS save or lose reactions and choose to move, take an action, or take a bonus action on its turn; it can do only one. A target can use its action to repeat the save. While at least one creature is affected, you gain one additional action on each of your turns that can be used only for one weapon attack, Dash, Disengage, Hide, Use an Object, or a Tier 0 Chronokinesis power.
Temporal Echo
Choose one creature you can see within range. It must make a WIS save or repeat the last action it took on its previous turn on its next turn if able. If the action is no longer valid, it wastes its action doing nothing.
Wither Time
Choose one creature you can see within range. It must make a CON save, taking 27 (6d8) necrotic damage on a failed save, or half as much on a success. On a failed save, it cannot take bonus actions until the end of its next turn.
Time Skip
Take one additional action this turn. This action can be used only to Dash, Disengage, Dodge, Help, Hide, Search, Use an Object, make one weapon attack, or use a Tier 0–1 Chronokinesis power. You cannot use Time Skip again until the end of your next turn.
Temporal Lock
Choose one creature you can see within range. It must make a WIS save or lose reactions and take either an action or a bonus action on its turn, not both. The target repeats the save at the end of each of its turns.
Temporal Shunt
When a creature within range makes an attack or uses a power, the triggering creature must make a WIS save or vanish until the start of its next turn, causing the triggering attack or power to have no effect. It reappears in its space or the nearest unoccupied space.
Decay Field
Hostile creatures that enter the emanation for the first time on a turn or start their turn there must make a CON save, taking 18 (4d8) necrotic damage on a failed save, or half as much on a success. On a failed save, the creature cannot regain hit points until the start of its next turn.
Temporal Momentum
Once per turn when you use a Chronokinesis power, your speed increases by 10 ft. until the end of your turn and you gain a +1 bonus to AC until the start of your next turn.
Time Fracture
Choose one creature you can see within range. It must make a WIS save, taking 31 (7d8) psychic damage and having disadvantage on attack rolls until the end of its next turn on a failed save, or half damage with no other effect on a success.
Stasis Pulse
Creatures of your choice in the emanation must make a WIS save or have speed 0 and be unable to take reactions until the start of your next turn.
Accelerated Recovery
Regain 27 (6d8 + your INT modifier) hit points.
Chronal Advantage
You have advantage on initiative rolls and cannot be surprised while conscious.
Temporal Collapse
Choose one creature you can see within range. It must make a CON save, taking 44 (8d10) necrotic damage on a failed save, or half as much on a success. On a failed save, its speed is halved and it has disadvantage on saving throws until the end of its next turn.
Delayed Action
Choose one action you take this turn. It instead occurs at the start of your next turn without requiring your action, using the same targets or area if still valid. If the action is no longer valid, it is lost.
Chronal Displacement
When a creature you can see within range is targeted by an attack, you may move it up to 15 ft. before the attack resolves. This movement does not provoke opportunity attacks.
Time Distortion Field
Enemies treat the emanation as difficult terrain and have disadvantage on DEX saving throws. Allies in the emanation have advantage on DEX saving throws.
Split Timeline
At the start of your next turn, take two turns instead of one. You cannot use Split Timeline again until the end of that second turn.
Entropic Cataclysm
Temporal entropy erupts in a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a CON save, taking 55 (10d10) necrotic damage on a failed save, or half as much on a success. On a failed save, a creature cannot regain hit points until the start of its next turn.
Frozen Moment
Choose one creature you can see within range. It must make a WIS save or become incapacitated and have speed 0 until the start of your next turn.
Time Stop
Take 2 additional turns in succession. During these turns, you cannot directly damage other creatures. The effect ends early if you directly damage another creature.
Time Ravage
Choose one creature you can see within range. The target must make a CON save, taking 66 (12d10) necrotic damage on a failed save, or half as much on a success. On a failed save, its speed is halved and it has disadvantage on attack rolls until the end of its next turn.
Temporal Mastery
Once per round, when a creature fails a saving throw against your Chronokinesis power, you may force it to reroll and use the lower result.
Stolen Seconds
When a creature you can see within range takes damage, reduce that damage to 0 and return it to the space it occupied at the start of its previous turn if that space is unoccupied.
Temporal Ravage
For the duration, your speed is doubled, you gain +2 AC, you have advantage on DEX saves and initiative rolls, and once on each of your turns you may take one additional action that can be used only to Dash, Disengage, Dodge, Use an Object, make one weapon attack, or use a Tier 0–5 Chronokinesis power.
Absolute Stasis
Choose one creature you can see within range. It must make a WIS save or become paralyzed, have speed 0, and be unable to take reactions for the duration. The target repeats the save at the end of each of its turns.
Perfect Reversal
When a creature you can see within range is hit by an attack, fails a saving throw, or takes damage, cancel the triggering result and return the creature to the hit points, position, and condition state it had at the start of the current turn. This does not restore expended charges, actions, powers, or spell slots.
End of Ages
Temporal ruin erupts in a 60-ft. radius centered on a point within range. Creatures of your choice in the area must make a CON save, taking 88 (16d10) necrotic damage on a failed save, or half as much on a success. On a failed save, a creature cannot regain hit points, has speed halved, and has disadvantage on attack rolls until the end of its next turn.
Characters With This Aspect
Author
Arthur
Once a test subject in the M.A.I. experiments, Arthur—now known as Author—escaped extermination by unlocking a rare Witchborn gift: absolute immunity to magical detection. With every trace of his presence erased from the arcane weave, he became a ghost the Lawful couldn’t catch. Now the founder of Vorpal, Arthur leads a secret resistance against Krane and the remnants of the M.A.I. initiative. Armed with the legendary Vorpal Sword (not pictured), he cuts through lies, history, and fate—determined to write his own ending.
Slip
Nell Quiv
Nell Quiv, known as Slip, is a VQU New Student and cautious merfolk/water djinni student. In Act 5 near Root Barrel Farm, she appeared with Zetch and Ellenthyra Mew after the trio looted a cave; she objected to Jonah Subramountian’s proposal to break a legendary wand into thirds and argued it should go to whoever wanted to preserve it.