homebrew by Team Brievary
The chronomancer is a 7th-level spellcaster. Its spellcasting ability is Intelligence (save DC 14, +6 to hit with spell attacks). The chronomancer has the following wizard spells prepared: Cantrips (at will): blade ward, mage hand, ray of frost, prestidigitation 1st level (4 slots): detect magic, expeditious retreat, magic missile, shield 2nd level (3 slots): hold person, misty step 3rd level (3 slots): blink, haste, slow 4th level (1 slot): banishment
Temporal Phase. The chronomancer chooses one creature it can see within 30 feet of it, causing a mass that will or has been in the same space as the creature to manifest. The target must make a DC 14 Constitution saving throw, taking 16 3d10 force damage on a failed save, or half as much damage on a successful one.
Instant Premonition. when a creature attacks the chronomancer and lands a hit, the chronomancer can increase its AC by 2. this increase only lasts for the duration of the attacker's turn.