Sorcerer
Base Class: Sorcerer

Magic isn’t the only thing that affects the fabric of reality. Time, the mysterious fourth dimension, equally twists and bends the multiverse, creating life where there once was none and destroying it just as quickly.

You were born out of time, either the result of chronomancy gone wrong or born in a pocket of alien time. Whatever your origin, it has changed you, giving you the power to bend time to your will.

Your magic is drawn from this temporal connection. Instead of crafting spells from the arcane might of the gods or drawing on the power of the weave, you replace present instances with future or past ones. For example, if a door is locked, you might access a time when it wasn’t (wizards call this “knock”). If enemies are charging at you, you might stop them with a fireball pulled from a long forgotten primordial era.

Time Benders live outside of time. You might look ancient, but have the mind of a young child. Or you may look like a teenager with the logic and wisdom of a great sage. Things can sometimes seem or feel slow to you one minute when the next everything’s moving too fast for you to keep up.

Alpha and Omega

Your disconnection to the normal flow of time imbues with a greater knowledge of the past. You are proficient with the History skill and your proficiency bonus is doubled when you make ability checks using it.

Additionally, once per long rest you may choose a skill to double your proficiency bonus in. This lasts until your next long rest as you recall a snippet from your past. 

Timesight

At 1st level, you can take a mental trip into the past to see events outside of your current timeline. You must spend 1 minute in a trance-like state while your consciousness steps back into the past or forwards into the future. Choose one of the following benefits:

  • Historical Echo. You can ask the GM a single yes or no question concerning a specific event that has occurred in the past within a number of centuries equal to your level in this class. The GM must offer a truthful reply in the form of “yes”, “no”, or “maybe.”
  • Vision of the Past. You see a vision of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 20-foot cube), going back a number of hours equal to your Charisma score. You learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles, betrayals, theft, murder, love, or joy. There is a chance that nothing significant occurred, as well.

Once you use this feature, you cannot use it again until after you finish a long rest.

Additional Spell List

Spell Level

Spells

1st

Gift of Alacrity 

2nd

Fortune's Favour 

3rd

 Haste/Slow

4th

 Gravity Sinkhole

5th

 Temporal Shunt

6th

 Gravity Fissure

7th

Tether Essence 

8th

Reality Break 

9th

 Time Stop

Temporal Connection

At 6th level, your connection to the fourth dimension prepares you against foreseen dangers. You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn. However, you can use either an action or a bonus action, not both.

Turn Back The Clock

Starting at 14th level, you can bend time to alter a single event. After you or a creature makes an attack roll, ability check, or Dexterity saving throw, you can use your reaction to reverse time to the moment just before the roll was made. After the reversal, the target must roll again and keep the new roll.

In addition, before the target rerolls, you can warn the same creature or another that you can see within 30 feet of you that can hear you as part of the same reaction. The creature gains one of the following benefits of your choice until the start of its next turn:

  • Advantage on its next attack roll, ability check, or Dexterity saving throw.
  • A +2 bonus to its AC.

Only you remember the original events that transpired before you reversed time.

Once you use this feature, you can’t use it again until after you finish a short or long rest.

Chronodisruption

At 18th level, you possess the ability to bend time to your will, a rare ability known as chronodisruption. You can spend 6 sorcery points as your bonus action to create an aura of altered time around you, affecting each creature within 30 feet of you. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

The slowing effect ends for a creature if it moves more than 30 feet away from you. Also, an affected creature can attempt to break the effect of your chronodisruption while it is within the area of effect. At the start of its turn, the target can make a Wisdom saving throw against your spell save DC. If successful, the effect ends for it. A creature that succeeds on its saving throw against your chronodisruption is immune to its slowing effect for 24 hours.

Until the chronodisruption ends, you are also under the effects of the haste spell.

The chronodisruption’s effects end completely after 1 minute. When the effect ends, you can’t move or take actions until your next turn, as a wave of lethargy sweeps over you. In addition, you age by 1 year. The aging effect can only be reversed with a wish spell or similar magic.

Comments

Posts Quoted:
Reply
Clear All Quotes