Chrono Daramir

Chrono Daramirs possess a remarkable ability to manipulate time’s delicate weave, skillfully adjusting moments and intricately shaping outcomes before they ever have a chance to unfold. With an uncanny sense for recognizing pivotal turns in events and a historian’s insightful perspective on the broader canvas of time, they play a crucial role in preserving the timeline.


By deftly guiding their allies along the path of greatest impact, these time-weavers ensure that each decision and action resonates throughout history, creating a ripple effect that can alter destinies and safeguard the future from chaos. Their expertise not only allows them to foresee challenges but also empowers them to craft outcomes that align with their visions of a balanced and harmonious existence.

Chrono Daramir Features By Level

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Temporal Awareness
1st Level Feature
You gain proficiency in the History skill.

When you and your allies roll initiative, each willing ally within 60 feet of you adds a bonus to their initiative roll equal to your Intelligence modifier (minimum of +1). A creature can only benefit from one Temporal Awareness bonus at a time, using the highest available.
Chrono Recall
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Chrono Recall
3rd Level Feature
You can anchor a moment in time and return to it briefly. As a bonus action, you can mark your current position in space and your current hit points.

At the start of your next turn, you may choose to teleport back to that location and restore yourself to the recorded hit point total.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Temporal Swap
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Temporal Swap
6th Level Feature

At the start of each round of combat, before any creature takes its turn, you can manipulate the turn order among yourself and your allies.

As long as you are not incapacitated, you may choose any number of willing allied creatures you can see, including yourself.

You may reassign the initiative results already rolled among the chosen creatures in any combination.

The new assignments last for that round only. At the start of the next round, each creature reverts to acting on its original initiative roll.

Timekeeper’s Resolve
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Timekeeper’s Resolve
10th Level Feature
Your command over cause and consequence shields your allies from even partial harm. When you or an allied creature within 15 feet of you succeeds on a saving throw, that creature takes no damage from the effect instead of half, if the effect allows for it.
Threads of Destiny
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Threads of Destiny
14th Level Feature
At the end of each Short or Long Rest, roll two d20s and record the results. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see within 60 feet with one of these recorded results.

You must choose to do so before the roll is made. Each roll can only be used once, and any unused results are lost when you finish your next rest.
Chrono Nexus
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Chrono Nexus
19th Level Feature

Temporal Anchor. While you are conscious, you are always considered to be under the effects of Chrono Recall. At the start of your turn, you can choose to return to your position and hit point total from the start of your previous turn. This does not require an action or reaction, but you must be conscious and not incapacitated to use it.

Time Dilated. You can act during the surprise round even if you are surprised.

Paradox Buffer. When you roll initiative, you gain a bonus to all saving throws equal to your Intelligence modifier until the end of your first turn.

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