30.08.2019
Posted by admin
Chronomancer | |
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Manipulate time to slow groups of enemies, both defending and enabling your team. | |
Basic info | |
School | Arcane |
Role | Specialist |
Health | 3000 |
Dodge | 2 |
Potions | 2 |
Cost | |
4000 | 500 |
The Chronomancer is a class in Breach. It is from the Arcane school and fills a Specialist role.
The Chronomancer Class for Dungeons & Dragons (D&D) Fifth Edition (5e) – D&D Beyond. The caster could take back something said, or decide not to kiss the king’s d&&d. If you transform the terrain into a difficult one they get the movement penalty. A fighter can gain one action once per short rest.
- 1Spells
- Chronomancer has rules for a wizard class that specializes in time-related magic, and presents new spells. Publication history Reception. Trenton Webb reviewed Chronomancer for Arcane magazine, rating it a 7 out of 10 overall. Webb comments that 'Chronomancer sets up a wizard class that specialises in leaping around in time and not being seen.' He noted that the chronomancer's spell.
- Dungeons and Dragons (D&D) Fifth Edition (5e) Class - Chronomancer - Masters of temporal magic, and travellers and manipulators of time. A secret art, even to other students of magic.
Spells[editedit source]
Accelerate[editedit source]
Accelerate | |
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Type | General |
Key | 1 |
Cooldown | 20 seconds |
Description | Applies a 20%Haste, Bonus Damage, and Bonus Healing to target ally and yourself for 8s. |
Temporal Field[editedit source]
Temporal Field | |
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Type | General |
Key | 2 |
Cooldown | 30 seconds |
Description | Create a centralized area of time manipulation, applying a 40%Slow to all enemy targets within the area for up to 10s. Buff and Debuff durations are altered. |
Chronoleap[editedit source]
Chronoleap | |
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Type | General |
Key | 3 |
Cooldown | 18 seconds |
Description | Leaps into the future, avoiding damage for up to 4s and CleanseAilment effects. |
Cease Continuum[editedit source]
Cease Continuum | |
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Type | Ultimate |
Key | 4 |
Cooldown | N/A |
Description | All enemies and projectiles are brought to a near complete stop for 20s. Buff and Debuff durations are altered. Passive: All Ultimate Accrual rates are reduced by 50% |
Stasis Beam[editedit source]
Stasis Beam | |
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Type | Signature |
Key | |
Cooldown | 10 - 20 seconds |
Description | Channels a beam for up to 10s, dealing 55-1100 damage and stacking a 12%Slow every 0.5s to a maximum of 60% Buff and Debuff durations are altered. Passive: +500Health +2Health Potions |
- Holding the button down will channel a beam at your target for up to 10 seconds that deals damage and slows.
- The cooldown is equal to 10 seconds plus the time the beam was held, which does not start counting down until after the beam stops. So if the beam is held for 8 seconds, it will enter an 18-second cooldown once the beam stops.
Basic Attack[editedit source]
Basic Attack | |
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Type | Basic Attack |
Key | |
Damage (Impact) | Moving: 55, 85 Standing still: 55, 85, 75+75, 100*4 (10*4) |
Description | If the player is standing still and doesn't move or interrupt the basic attack combo, the combo will change to deal additional damage. The damage begins to fall off after 20m down to 25% damage at 45m+ (Damage fall off does not affect impact damage). |
Chronomancy 5e
Additional notes[editedit source]
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5e Time Magic
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