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.

ChronokinesisSpellcastingChargesArcana

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0Bonus ActionAt-Will

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.

Tier 0ActionAt-Will

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.

Tier 11 MinuteAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 1ReactionAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 2Bonus ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ReactionAt-Will

Rewind Injury

When a creature you can see within range takes damage, reduce the damage by 2d8 + your INT modifier.

Tier 2ActionAt-Will

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.

Tier 3ReactionAt-Will

Accelerated Reflexes

When you roll initiative or make a DEX saving throw, add your INT modifier to the roll.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

Temporal Split

Move up to your speed. During this movement, you may pass through occupied spaces, and you do not provoke opportunity attacks.

Tier 3ActionAt-Will

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.

Tier 4Bonus ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 5Bonus ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ReactionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 6PassiveAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6Bonus ActionAt-Will

Accelerated Recovery

Regain 27 (6d8 + your INT modifier) hit points.

Tier 7PassiveAt-Will

Chronal Advantage

You have advantage on initiative rolls and cannot be surprised while conscious.

Tier 7ActionAt-Will

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.

Tier 7Bonus ActionAt-Will

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.

Tier 7ReactionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 8Bonus ActionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 9ActionAt-Will

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.

Tier 9ActionAt-Will

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.

Tier 9PassiveAt-Will

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.

Tier 9ReactionAt-Will

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.

Tier 10Bonus ActionAt-Will

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.

Tier 10ActionAt-Will

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.

Tier 10ReactionAt-Will

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.

Tier 10ActionAt-Will

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