Sorcerer
Base Class: Sorcerer

Time is a cruel mistress, but not to you. Time for you is merely a suggestion, though a heavily encouraged one. Born out the confines of space and time, through one way or another the secrets of chronomancy find themselves buried deep in your subconscious. 

Chronomancy Adept

You learn additional spells when you reach certain levels in this class, as shown on the Chronomancy Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Chronomancy Spells
Sorcerer Level Spells
1st Gift of Alacrity, Silvery Barbs
3rd Fortunes Favor, Borrowed Knowledge
5th Slow, Haste
7th Death Ward, Freedom of Movement
9th Far Step, Temporal Shunt

Temporal Headstart

Starting at 1st level, Existing partially outside the flow of time allows you to always be a step ahead of the competition.

Your movement speed is increased by 10 feet and you may add your Charisma Modifier (Minimum of 1) to any initiative rolls you make.

Bottled Moment

Starting at 6th level, you learn to influence the surroundings with your strange nature. As a reaction to being hit by an attack roll, or failing a saving throw you may negate all the effects as a result being hit, Additionally you freeze the effect in a moment in time where it remains for the next minute after which time it will trigger.

While a moment is bottled in this way you may use a bonus action on your turn to release it. When released the frozen moment will continue as normal and effect any creature or object in its original range or in the space of its original target. If the effect had a saving throw the new target makes it at disadvantage and if the triggering effect was an attack roll it will hit regardless of the original roll.

You may do this once per long rest or until you spend 6 sorcery points to do so again.

Timekeepers Trance

Starting at 14th level, you begin to understand your nature that much more, time and space interlock and weave together. As a bonus action, you can enter this state for 1 minute. For the duration, you gain a bonus to your AC and Saving Throws equal to your charisma modifier (minimum of 1).

Additionally the benefits of your Temporal Headstart are doubled while in this state. 

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Fixed Point

At 18th level, you become a fixed point in time, a moment solidified in existence so important to the function of the multiverse that is will do all within its power to keep you within is celestial borders. 

You can no longer succumb to the effects of old age, you may control the age at which you appear biologically.

You can no longer die from the effects of exhaustion, thirst, hunger or lack of air but suffer all other effects of that nature as normal.

You have advantage on death saving throws and should you stabilize via death saving throws you regain hitpoints equal to twice your sorcerer level. You may regain hitpoints in this way once per long rest or until you spend 4 sorcery point upon stabilizing to do so again. 

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