*The School of Chronomancy focusses on the gathering of information and the alteration of events. As a chronomancer, you strive to learn as much as you can about your environment and use it to your utmost advantage. Any problems on the way aren't an issue, as you can quickly rewind and try again.* #### Chronomancy Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a chronomancy spell into your spellbook is halved. #### Spell Rebound Starting at 2nd level, you can quickly shift time to cover up a small mistake. Whenever you cast a spell to make a spell attack and miss, you can use your reaction to regain the expended spellslot. Once you use this ability, you can't do so again until after you finished a short or long rest. #### Temporal Warning Starting at 6th level, you gain insight into events that will soon take place. Whenever creatures you can see within 30 feet have to make a saving throw, you can use your reaction to grant up to 3 of them them advantage on the saving throw. You can use this ability a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a long rest. #### Decisive Acting Starting at 10th level, you gain the ability to hasten your reactions to act whenever you see fit. At the end of a creatures turn, you can use your reaction to choose to act directly after that creature in initiative order, moving your turn to wherever in the initiative track it should now be for the rest of the combat. Once you use this ability, you can't do so again until after you finished a short rest. #### Fast Processing Starting at 14th level, your brain processes time at a different scale than most other creatures, allowing you to process your surroundings in a flash. You gain the following benefits: * Your base walking speed is increased by 10 feet. * Your AC increases by +2 * You have advantage on Dexterity saving throws and initiative rolls.