DnD 5e Chronurgist Wizard Peace Cleric Build
A Dungeon and dragons build guide to dnd 5e's ultimate peacekeeper the Peacechron!
Peace Cleric Spell List: Guidance, *Sacred Flame*, Bless, Healing Word
Artificer Initiate Spell List: Magic Stone, Sanctuary
Spell Level 1: Gift of Alacrity, Shield, Absorb Elements
Spell Level 2: Rope Trick, Web, Phantasmal Force,
Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant
Spell Level 4: Black tentacles, Polymorph, Summon Greater Demon,
Spell Level 5: Wall of Force, *Planar binding*
Spell Level 6: Mass Suggestion, Magic Jar
Spell Level 7: Forcecage, Teleport, Mirage Arcane, Simulacrum *Sequester*
Spell Level 8: Maze, Dark Star
Spell Level 9: Wish, True polymorph
Rituals: Unseen Servant, Find Familiar, Tiny Hut, Phantom Steed
The Asterisk denotes the spell is being used for very specific tech.
Stats and feats
Race Custom Lineage
Dex14, INT17, CON13, WIS13
Level 1 Resilient(Constitution)
You pick Res(Constitution) getting our Constitution 14 and giving us a Constitution bonus. When combined with Bond, should allow you a very high chance of passing Constitution Saves.
Level 5 Telekinetic
You Pick up telekinetic at level 5 Bringing our INT to 18 and gaining a powerful bonus action ability you can use at any time.
Level 9 Artificer Initiate
Artificer Initiate Grants you Magic Stone enabling you to deal impactful levels of damage with Tiny servant + Magic stone. There is no other ASI/Feat at this level that can deliver the same level of impact as this.
Level 13 Ability Score Increase(ASI)
You max out your intelligence here.
Level 17 Ability Score Increase(ASI)
We get our Wisdom to 15 boosting our score
Level Progression
Good use of Temporal Awareness & Chronal Shift is both helpful in making sure you don't randomly die in Tier 1. Use Sleep win encounters, use Rope trick to Win encounters. Stay out of range.
Level 1 Peace Cleric
You are peaceful for our first level. Emboldening Bond to power up and protect ourselves and allies. You can use Bless to give our team the much-needed boost, and healing word to pick up those who are knocked out.
Level 2 Wizard
We’ve learned enough about peace, you’re an expert now. Unseen Servant will be particularly amazing for you as you can have it peacefully guard our front with a big shield/large object granting you half cover. Also, you grab sleep since it will be quite useful for tier 1 to peacefully put our low-level opponents to sleep.
Level 3 Chronurgist Wizard
You finally can peacefully control time. You get the ability to reroll twice, and a nice boost to our Initiative. Also, you get the Gift of alacrity meaning you generally will act first in times of peacekeeping.
Initiative Control Using Gift of Alacrity
Gift of Alacirty's effect on the initiative is massive, giving you an average buff of 4.5 in initiative combined with temporal awareness that adds your intelligence modifier to your initiative, Guidance, adding 2.5 to your initiative, and a small 2+ from your dexterity bonus, it's extremely hard for you to not go first.
Going first is an incredibly powerful thing for a wizard to have, allowing a wizard to cast whatever spell they want in the best positioning they can get for that encounter, however you can go a step further by also boosting the initiative of the party as you ll.
For comparison, if you're looking at the monster manual the average monster's dex bonus is 2+ and since you get an average of 4.5 from Gift of Alacrity this means the 0 dexterity Paladin in your party will have on average more than double the initiative of most of your opponents(this becomes even truer at higher levels as higher-level monsters tend to have lower dexterity bonuses).
What you're gaining by going first:
Initiative can be hard to quantify because not all parties are the same and may or may not have the best synergy, however, generally going before your opponent is better because you can act before they can, allowing you to shift the battle favorably quickly and before anything bad can happen to you
Here's a list of other advantages
Effectively Focusing down opponents, killing problem targets before they can react with the full might of the party
Combining spells because you're reacting before your opponents, your team can set up things like a wall of force + AOE spells, or combinations of the Web/Animated objects spell + something else before counter-play
Less need for defense since your team is striking most of the time you're less likely to drain your defensive resources much at all.
Resource efficiency, less danger means less need to overextend, better positioning means better resource usage
Massive survivability, these effects all compound together, meaning you’re going to be a lot more durable throughout the day, also less likely to be TPK'ed due to your opponent randomly getting the upper hand in a fight
For these reasons and more it's paramount you make sure you cast Gift of Alacrity
Level 4 Chronurgist Wizard
You get second-level spells. Rope Trick can allow you to win versus combatants unless they peacefully run away. You also pick up Web, one of the best spells in the game, allowing you to peacefully disable your opponents.
Rope Trick
One of the most powerful barriers/spells in the game, allowing you to completely avoid damage from all attacks and making you extremely hard to reach for an attack.
How this works is simply a cast rope trick 10-15 feet in the air, you and your party climb into it and have the last person in the rope trick remove the rope behind them, disallowing your opponent to climb up the rope to chase your party down; if your opponent cannot fly, is not a medium-sized monster or lower, or doesn't have the spell Dispel Magic they're completely unable to affect you for an entire hour. Furthermore, you can simply pop out and cast a cantrip at them, battering them down until they eventually die. If popping in and out is not allowed you can also replicate this tactic by dropping/pulling the rope back up/down via the help of our familiar.
Level 5 Chronurgist Wizard
Here you pick up the much-needed feat Telekinetic allowing you to peacefully move our allies and our opponents aside. You also pick up Phanstanal force, another peacekeeping disabler.
Tier 2
The Chronurgist starts to shine with its use of multi-target Save or Suck spells such as Hypnotic Pattern and Slow allowing you to reroll only when necessary. Also, you get the ability "Momentary Stasis" giving you something useful & spell slot free to do while maintaining your concentration spells other than using a cantrip or taking the dodge action.
Level 6 Chronurgist Wizard
You can finally get level 3 spells. Counterspell should help our opponents peacefully rethink aggressive action and Hypnotic Pattern will help you disable opponents safely.
Level 7 Chronurgist Wizard
Here you pick up some rituals like Phantom steed and Tiny Hut giving you more utility and mobility in peacekeeping. You also gain the subclass ability Momentary Stasis allowing you to incapacitate an opponent INT modifier per day.
Level 8 Chronurgist Wizard
Level 4 spells. You pick up our Demon peacekeeper to assist you in our mission and a new form to peacefully deal with troublesome things. And can now cast polymorph to change a party member into a form suitable to solve various situations.
Greater Summon Demon Spell Pathways
Here are some powerful & useful creatures you can summon through this spell.
One thing to note for this spell, one would actually like to lose control of the demons for they are forced to attack the nearest non-demon (generally what you wanted them to attack) and you no longer have to hold concentration, meaning you’re free to drop another big concentration as soon as you lose control if you wish(if you do drop concentration before losing control they disappear). Another key use of this spell is to take advantage of the toolbox of spells they allowing you cast spells you haven’t prepared via this spell. The most notable spells are Darkness, Dispel Magic, Heat Metal, and the Dybbuk’s famous at-will Dimension Door(which using via Greater summon Demon has the same cost of using it normally).
Babu
HP 82 1+CHA, DC 11, DPR 15
At will: Darkness, Dispel magic, Fear, Heat metal, Levitate
Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Dybbuk
HP 37 2+CHA(MR), DC 12, DPR 13
At will: Dimension Door
3/day each: Fear, Phantasmal Force
Violate Corpse. The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.
Barlgura (summoner variant)
HP 68 -1CHA, DC13, DPR 31
1/day each: Entangle, Phantasmal force
2/day each: disguise self, invisibility (self only)
Reckless: At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Level 9 Chronurgist Wizard
Here you pick up Artificer Initiate allowing you to pick Magic stone for tiny stone and Sanctuary.
Tiny Servant + Magic Stone
1. Cast Tiny servant out-of-combat using a 4th level spell slot to summon 3 servants
2. Out of combat you assign your orders(you can assign your command just once, and they will follow those commands for the duration without needing you to reorder)
3. During combat use Magic stone as a bonus action for 3 Magic Stones, drop the 3 stones(dropping things in dnd is free, doesn't even cost an object interaction)
4. Have the 3 servants on their turns throw the magic stones at the opponent for around 20-25 average damage per round.
So what commands should you give them?
Here are some standing order scripts that allow you to set up your tiny servants to use magic stones easily.
For Attack of Opportunities/Basic(no cover)
"Stand in front of me and throw the rocks I drop at a single enemy in range"
Although if your opponent is just targeting you there’s a chance you can gain some free damage Leaving out in the open can risk them being killed so choose wisely if you want to take that risk.
Half Cover
"Stand in back of me and throw the rocks I drop at a single enemy in range"
Mounted(Potential Full cover)
"Throw the rocks I drop at a single enemy in range; Jump into/on my coat/shoulder afterward"
For cover and portability have the three tiny servants stand on your shoulders as you could be used as a mount(you meet the size conditions). Your Tiny servants being in your coat is more effective as you would meet the conditions of total cover
Tier 3
This is where everything goes crazy. You finally get Arcane Abeyance allowing all the crazy combos you can dream of.
Level 10 Chronurgist Wizard
You get level 5 spells. You pick up the famous wall of force allowing You to peacefully lockdown those powerful monsters when needed.
WOF + Sacred Flame
This combo maybe shouldn’t work because there’s no way you can even target an opponent in total cover, however, Jeremy Crawford thinks differently. Jeremy states in the Sage Advice podcast Sacred flame is an expectation of the total cover rules. When you have RAW saying one thing and RAI saying another, the choice is up to the DM.
Level 11 Chronurgist Wizard
Everything is about Arcane abeyance now and using it to cover any weakness you may have with it, through various series of spell combos. You are the ultimate peacekeeper now.
Arcane Abeyance
This game-breaking ability allows you to trivialize any encounter for the cost of 2 spells max. Keep in mind, Arcane Abeyance is strong, however, it has limitations, the first being it consumes the spell slot required to cast the spell you wish to turn into a Mote, second, the created Mote only has an hour duration meaning you need to make sure within that hour combat is going to happen or you've wasted a spell slot and your ability.
How to best use the Bead:
The best person to use the Bead in most cases is not yourself. Fortunately for you, your Familiar can activate the Bead, fly away, or as an action be summoned away into its pocket dimension, keeping all the while keeping its concentration
Arcane Abeyance Combos
Basic Doubling Of Concentration:
Take your regular good spells that take up your concentration, put them into a Bead, and have your familiar or party member use them.
Leomund's Tiny Hut:
Normally this spell is just a great utility ritual spell creating a barrier impervious to magic and physical attacks which allows you and your party to take a good long rest, however, thanks to Arcane abeyance you can drop this mid-battle creating an impervious barrier you can simply pop-out and attack out of with little counterplay to stop it. Breath attacks apparently bypass this spell's defenses so watch out for dragons.
Sickening Radiance:
Combo this with Sleet Storm, Wall of Force, and Force Cage, and watch opponents die with little chances for escape. Remember you have to cast this spell first before you can cast those spells on your opponent.
Mondonkiden's Private Sanctum
A useful spell to lockdown any teleport counter-play against You. The three-piece combo of Wall of force/Force Cage + this Spell Combo is inescapable for anyone trapped and works with the Spell Maze as well
Galder’s Tower
Reading the spell it appears you can simply take a fragment of an extremely sturdy material such as adamantium and use it to create towers. Combining the spell this way with Arcane Ayebance means you can combo this with Sickening Radiance, locking your opponent in the 2x2 area made of adamantium or something else quite strong.
This is quite useful as Galder tower is significantly cheaper spell slot-wise than Wall of Force meaning you can get more chances to microwave people if needed.
Double Cat Nap Abeyance
Use Arcane Abeyance, cast the spell Catnip for a short rest, and then cast abeyance again. This allows you to completely solve whatever counter you may be facing, through the fanciest of spell combinations. Watch your spell slot usage!
Level 12 Chronurgist Wizard
You get your level 6 spells. Mass Suggestion is an amazing way to peacefully end an entire encounter quickly. Magic Jar is one of the best spells in the game. If you get the right body.
Level 13 Chronurgist Wizard. INT ASI
You finally max intelligence allowing you to be a more effective peacekeeper. You pick up the spell Contingency providing you with more layers of defense.
Tier 4
Level 14 Chronurgist Wizard
Starting tier four with a bang you gain access to 7 level spells which means you can use Simulcam & Force Cage. Simulacrum is amazing, allowing you to double your action economy, spell slots, and Arcane abeyance uses. Two peacekeepers are better than one.
Summon Greater Demon Planar Binding With Abeyance
Unlike other summon spells, Summon Greater Demon Allows you to pick the type of Demon you want, this allows you to select from the mass list of demons in DnD and pick what you want, and by using the spell we can bind them.
Magic Circle + Summon Greater Demon + Private Sanctum + Planar Binding
1. Cast magic circle inverted so it contains the Demon
2. Cast Summon Greater demon summoning the Demon
3 Via Arcane Abyence cast Private Sanctum blocking Teleportian & Planar travel
4. Command the demon to walk into the circle
5. Drop the concentration for Summon Greater Demon
6. Cast Planar binding on the Demon
This works because Private Sanctum's effect stops the summon Greater Demon’s send-back mechanism from working allowing the Demon to be stuck in this plane.
What's the best Demon to bind?
The best demon to bind is a Dybbuk not only does it have magic resistance, good spells, and flight, it also has an at-will-Dimension door meaning if bound you can teleport anywhere, anytime you want.
Level 15 Chronurgist Wizard
Convergent Future is extremely useful when you need it. Generally, a wizard can deal with at least 3 points of exhaustion and still be capable in combat, however, it's not recommended. Use this when you severely need to peacefully change the game state in your favor or have your expendable simulacrum use this for your protection, essentially giving you a better version of legendary resistance. Combined with Magic Jar this becomes even more powerful because if you can find a Body that is exhaustion immune the ability becomes virtually free.
Level 16 Chronurgist Wizard
This is a huge Power Spike. You gain the ability to cast the spell Maze. Maze is amazing in its ability to banish monsters with an ability check, not a saving throw, bypassing legendary resistances, this spell is further pushed even higher levels with the combination with Private Sanctum using its ability to block all planar travel & teleportation meaning if they get mazed they do not come back allowing you to remove opponents from the game at will.
Level 17 Chronurgist Wizard. Wisdom ASI
We finally get our Last Feat Feytouched rounding out our Wisdom.
Final Level Chronurgist Wizard
You finally get the strongest spell in the game Wish. You can do anything you want with this spell(including Wish for peace), using it as another casting of Maze, force cage, or some story-related ability. True polymorph is amazing not only allowing you to hand out gold dragon forms but as a gateway to other forms of power.
Uses of True Polymorph
Hollyphant Defense
Hollyphant has one of the best auras in the game, and you can take it. Simply True Polymorph an object into a Hollyphant and then sequester with Wish and store it on your person, allowing you to keep the Aura for yourself.
Magic Jar and Ture Polymorphed Bodies
There’s a way to keep a new body and still retain your spellcasting abilities you can simply Magic Jar into a humanoid, once your Magic Jared cast True Polymorph on your body for the desired form, Then return back to your body, keeping the new form and your class abilities. This technique works because your statistics were never replaced either by Magic Jar or True Polymorph.
Here are some suggested bodies:
Duergar Despot: Best Immune exhaustion body for free Convergent Future, good attacking body
Atropal: Infinite Wraith Summoning with no time limit
Ending Thoughts
In the end, you’re basically a god. You can take whatever form you want, cast whatever spell you want, and have an aura that matches Tiamat herself. Hopefully, whatever world you play this character in can provide a challenge suitable to the level of power have no achieved. Thanks for reading peace out!
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