Base Class: Sorcerer
Your innate magic comes from the broken timeline a forgotten past or a distant future. Perhaps you were exposed to very powerful temporal magic, leaving its arcane signature upon your very being and making you attuned to similar effects. Maybe deity of time chose you for reasons unknown
and bestowed upon you their boon.
Due to their ability to instinctually warp time around them and escape harm, an ability they sadly could not extend to their comrades,
chronomancers tend to survive encounters that their companions do not, and a good fraction become struck with survivor guilt. Most of
those who do develop this gift embrace solitude and give up adventuring entirely, while others continue exploring the world but are wary of
accepting companionship, should similar events occur once more.
Timeless Spells
You gain spells based on your level that are add to a your spell list.
Time Break Spells
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Sorcerer LEVEL |
SPELLS |
|---|---|
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1st |
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3rd |
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5th |
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7th |
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9th |
Timeless Mind
At 1st level, slivers of time magic are ever-present around you, granting you a small advantage even in areas you don't focus much on. You can add half your proficiency bonus, rounded up, to any Dexterity ability check you make that doesn't already include your proficiency bonus.
Scattered Timeline
As magic flows through your body, it causes physical traits of body to blur Additionally your body is unstable with the timeline. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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