Sorcerer
Base Class: Sorcerer

The Time Fractured Soul is a poorly understood type of sorcerer whose essence is scattered through time across all infinite possibilities. It is difficult to explain how they exist at all times all at once, but it is believed that a more stable version of the soul exists in a timeline that represents the “true” person behind the infinite divergences.

Time Fractured Soul Quirks
d6 Quirk
1 You occasionally blip out of existence for a fraction of a second, then just as suddenly reappear.
2 You occasionally wake up appearing noticeably older or younger than usual.
3 You have irregular sleep cycles, and you crave breakfast food at dinner and/or dinner foods at breakfast.
4 When walking forward, you occasionally appear to become stuck in place, and then abruptly appear where you meant to be.
5 Sometimes you speak an entire long-winded sentence or phrase completely backwards.
6 Clocks change time randomly when you are nearby. They never change to the correct time.

Time Fractured Spells

1st-level Time Fractured Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Time Fractured Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Time Fractured Spells
SORCERER LEVEL SPELLS
1st alarm, unseen servant
3rd blur, gift of gab
5th haste, slow
7th confusion, divination
9th legend loreplanar binding
 

Acceleration

Starting at 1st level, you can draw upon the aspects of your soul that exist in future timelines to accelerate pockets of time to your advantage. Whenever you roll for initiative, you may increase the initiative roll of yourself or another creature of your choice by your Proficiency bonus.

Suspension

Starting at 6th level, you are able to stretch out time and make it stagnate. You can now cast a creature into a lethargic extension of time. When a creature performs an action on their turn, you may spend 3 Sorcery Points and use your reaction to force the creature to make a Charisma saving throw against your spell casting DC.

On a failure, you delay that action until the end of the next creature's turn. The action proceeds as normal after this delay, unless the creature is now rendered unable to complete the action, such as from being stunned, killed, or otherwise incapacitated.

If the action involved interacting with an item, and the item is moved so that the interaction cannot be completed, the interaction no longer occurs. Finally, if the target being attacked is no longer within the range of the delayed attack after the delay, the attack is rolled with disadvantage.

Divergence

At 14th level, you are able to throw not only yourself, but others, through the infinite timelines in which you exist. As a reaction during any point in a creature's turn, you may rewind time for either yourself or another creature you can see within 60 feet of you and begin a new timeline.

The chosen creature restarts their turn, and all actions, effects, consequences, etc. from their original turn do not occur. The chosen creature may choose to make a Charisma save against your spell casting DC to remain in their timeline. On a success, their turn continues and is not restarted. You may use this ability 3 times per long rest.

Reversal

Starting at 18th level, you have achieved full control over the passage of time, and the way you and others move through it.

As a reaction when a new round of combat begins (it returns to the top of initiative), you may reverse the Initiative Order. For example, if the Initiative Order is 5, 4, 3, 2, 1 , it will now proceed as 1, 2, 3, 4, 5 instead. You may use this ability twice per long rest.

Previous Versions

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