Forewords: (skip down to the line to read the actual suggestion)
Chronomancer is somewhat a weak class. It’s hard to confirm yourself as your result is low priority, beaten by: Merc/King’s Safeguard > Knight’s Defend > Alch/Phys’ Heal > Chrono delay.
(Well Chrono cannot heal unhealable attacks, there’s a lot of misinformation going mouth to mouth.)
A Physician has a leg up on you in almost all instances, and they can also confirm themselves via Exhume and healing bleed.
It’s best to compare Chrono to the Phys as they both fill the role of healers. Physicians are generally just better than Chronomancers and they are also immune to bleed while being able to make high priority BD targets immune to bleed.
The Chronomancer has some offensive capabilities with Distort Reality (or Death Transfer as some call it) which can be handy but it all relies on being able to delay a death in the first place.
Because the Chronomancer is such a weak confirm class it is also a favorable fake claim for evils, and if there are other healers in the lobby, most courts chooses to execute unconfirmed Chronos come D4+.
There is definitely a point to be made that there should be hard to confirm roles on BD to allow Evils a safer/more easy to fake claim. As such I thought it could be a point to rework the Chronomancer to be somewhat higher potential than they currently are but at the expense of being somewhat less active - a class that actively “does nothing” is still a good Evil claim, but executing a class that can have a much more significant impact could be wasteful to BD and may make Court more wary of just executing blindly in the hopes of finding evils.
Enough beating around the bush.
Passive - Stored Time
The Chronomancer starts the game with 1 charge of Stored Time, which are used by their abilities.
Day ability 1 - Pocket Dimension
Use 1 Stored Time to delay your death one night if you die tonight.
Day ability 2 - Double Time
Use 1 Stored Time to allow Time Warp to target 2 players tonight. Not usable with less than 2 charges of Stored Time.
Night ability 1 - Time Warp
Use 1 Stored Time to delay a player’s death for 2 days (including bleeding). Refunds 1 Stored Time if occupied or no successful delays while not using Double Time. You can delay the same death multiple times. Delayed deaths can be prevented by heals or death immunity.
Night ability 2 - Wind Up
You generate +2 charges of Stored Time.
I scrapped the Distort Reality as transferring deaths is something that doesn’t happen all that often unless you have very high suspicions of a non-BD to transfer to, and then again NK and MM are death immune (with the partial exception of Reaper).
The ability to delay multiple targets or Pocket Dimension yourself while protecting your target, especially late game, makes the Chronomancer better at surviving themselves while keeping high priority BD targets alive. Since you cannot transfer death, you cannot effectively “heal” anyone, so Chronomancer has also become more of a juggling act. Pocket Dimension also only delays 1 night instead of 2, so once you start getting attacked/bled you need to keep popping those Pocket Dimensions, slowly bleeding you dry of Stored Time.
The cost to this is that Chronos need time to Wind Up to these high impact plays. This makes it easier for evils to claim Chrono as the class is essentially “not doing anything” during the night to charge up. Observers can obviously counter fake claims if they say they don’t visit to charge up but the Obs shows they do make a nightly visit. Since the Chrono now has a valid option of not visiting anyone it also makes Fools and Poss easier to “blend in” as they don’t visit players naturally during the night.
I think these changes makes Chronomancer more valuable to BD while still keeping it a weak confirm class for evils to fake claim.
I kept the starting passive charges low so there’s more incentive to start building up Stored Time in the early phases of the game. In the later stages you’re forced to juggle delayed deaths, generating more time and protecting yourself.
I did play with the idea to grant Chronomancer a sort of time lock - essentially a limited occupy ability - to make them more distinct from Physicians and make cross class abilities for evils to claim for. For instance an Invoker, Poacher, or similar may claim Chronomancer if Chronos have access to occupying abilities. It does stretch that a support class has offensive class abilities, but I figured that could be interesting to play with in a controlled manner. However I didn’t come up with a satisfying setup that wasn’t basically Chrono + an occupy ability.
The suggested changes to Chronomancer wont really affect the Timesnatcher (Unseen convert), as they already have limited reasons (and ability) to visit people. It could actually be considered - unrelated to this suggestion - to grant the Timesnatcher a limited day ability that makes them appear to visit a target as a Time Warp during the night, as to keep their Chrono claim easier to keep against an Observer, Noble, or Merc/SS, receiving the feedback as if they really did visit the target - perhaps it should mask if they visit with Time Snatch, but otherwise it’s just to keep the claim a little while longer.