Base Class: Sorcerer
Socerers who chose this School of magic have the ability to warp the fabric of space and time.
Timely Response
At 1st level once per short or long rest, at the beginning of initiative, you can change the initiative roll friendly creature within 90 ft to 17. Any initiative bonuses the target creature has, can be added. At 6th level this ability extends to yourself and 1 friendly creature within 90 ft. At 14th level this ability no longer requires a short or long rest, meaning it can be used on every initiative roll. At 18th level it extends to be used on yourself and 2 friendly creatures within 90 ft.
Bend Space
At 1st level, Once per long rest. You can use a bonus action to teleport one object or creature of medium or smaller size up to 10 feet away from it's original point. The original and new location must be within 120 of your location and be in your line of sight. If used on creatures that are unwilling, they can make a charisma DC to avoid. Sorcery points can be used to increase the range (origin point to finish point) by an additional 10 feet per sorcery point spent. At 6th the base range increases to 20 feet. At 14th level it increases to 30 feet. At 18th level it increases to 50 feet and no longer requires a short or long rest to be cast again.
Quick stop
When you reach 6th level in this class, you can stop time for 3 seconds by using 1 sorcery point. This does not count an an action or bonus action but can only be used once per turn. Using this ability gives you 1 of the following effects this turn:
- Give yourself an extra bonus action
- Give yourself an extra spell-casting action (extra spell must have cast time of 3 seconds or less)
- Give yourself 1/3 of your total movement speed.
This also gives you the ability to use 1 sorcery point as a reaction when you are attacked to give the attacker disadvantage on its attack roll.
Spacial Transmutation
At 6th level you always have haste and slow prepared and can use 2 sorcerer points as an action to cast either spell. If cast with a sorcerer points, the spell does not require concentration. At 14th level you always have reverse gravity prepared and can use 4 sorcerer points as an action to cast it. If cast with sorcerer points the spell does not require concentration. At 18th level you always have time stop prepared and can use 8 sorcerer points as an action to cast it. If cast with sorcerer points you can keep time stopped if only effecting allied creatures.
Erase space
At 14th level, you can use an action to erase space (and matter within that space) in a cube for 10 minutes. The space is not actually erased but transported to a pocket dimension where time does not pass. Objects on the edge of the space appear to be cut at the border of the space. after 10 minutes the space returns and objects that were "broken" are reformed. Creatures within the space can make a dexterity DC saving throw to not be effected. If a creature fails and is fully within the space, the creature is gone until the space returns to the creature no time has passed. If a creature is across the border of the space, the creature is restrained. A restrained creature can make a dexterity DC saving throw at the end of its turn to pull itself out of the pocket universe.
While the space is erased its the borders of the cube close together. For example if a 5 foot cube is erased and two creatures are outside of it on opposite borders, those two creatures are now adjacent to each other. objects can pass through the space (or more accurately, lack of space) freely.
For each 2 sorcery points spent the cube is increased by 5 feet. Minimum of 5 feet and max of 20. You cannot use an odd number of sorcery points for this ability.
Time Skip
Starting at 18th level, you can spend 6 sorcery points as a bonus action to skip the turn of a creature with a CR of half (or lower) of your level. You can spend 12 sorcery points to skip the turn of a creature with a CR that is equal to your level(or lower). You can use 18 sorcery points to skip 2 turns of a creature with a CR equal to 1 and a half of your level(or lower). If you attempt this and fail because the creature has a CR that is too high, you lose only half the sorcery points. Targets must be within 120 ft range.
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Posted Jan 13, 2024Bro why do you need a supscripshin for this (to add the supclass)
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Posted Nov 3, 2022I think just some small updates are needed, like wording and how the DC on everything just says DC and not something like “The DC is equal to your spell save DC” or something like that
the bend space ability should be a number of time’s equal to your proficiency bonus and all charges re-charge on a short rest
the quick stop should just give two benefits not the second one (the spell one) just “you gain extra movement equal to have your movement” and “you gain an additional bonus action”
and maybe a tap up with the sorcery point costs
also just a new 18th level ability cos that one is just broken
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Posted Mar 14, 2022True, i made this when i first got into dnd. I dunno either. I should update it.
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Posted Mar 14, 2022Hi, I'm a DM who found out about this subclass after a player tried to use it in a one-shot I'm running tomorrow, and I have no idea how this has so many upvotes when it's this blatantly unblanaced and poorly thought out.