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Quick Thinking in Dungeons & Dragons 5e

Quick Thinking

6-level Enchantment

Casting Time: 1 action
Range/Area: self
Components: Verbal, Somatic
Duration: Concentration (maximum 10 minutes)
The chronomancer's eye jitter back and forth in zis head as ze overclock zis perception of existence, giving zimself minutes of subjective time to react to threats.   For the spell's duration the chronomancer has advantage of dexterity and intelligence checks and saves and ze cannot be suprised, always being able to use a reaction even if going later in the initiative count. Attacks from sources tze can see have disadvantage.   However the chronomancers quickened senses make it difficult for zim to engage with people moving at normal speed. Ze gains disadvantage on charisma checks for the duration and must use an action to communicate non-telepathically with any other creature.  
Available for: Elderday magic - Time Magic

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