Danger sense: Touch range, concentration, one hour. (Chronomancy) You touch a willing creature, until the spell ends, they gain glimpses into the future, allowing them to move out of the way of oncoming attacks. Their AC increases to 16 (total) regardless of armour.

Edit time: Touch, 1 action. (Chronomancy) You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed or poisoned, as you alter that creature’s history to have never occurred in such a way.

Stop: 60 feet, 1 action, concentration, up to a minute. (Chronomancy) Choose a humanoid that you can see within range. The Target must succeed on a Wisdom saving throw or become frozen in place, even if they are in mid air or mid spell. At the end of each of it’s turns the target may attempt to make another WIS saving throw to break free of your control. At Higher Levels. For every spell level above first, you may target an additional humanoid.

Listless chronology: 1 action, 30 feet, concentration up to a minute. (Chronomancy) You reduce the flow of time around your allies, causing them to think and react at seemingly impossible speeds. Choose any number of creatures within range. For the duration, each target has advantage on Dex and Int saving throws.

Time swap: 1 reaction, in response to an attack roll by an enemy, 60 feet. (Chronomancy) When being attacked by an opponent, you halt the flow of time, and redistribute the attack to a target of your choice within range. You take no damage, but the full attack strikes your desired target.