Base Class: Sorcerer
Gifted in the manipulation of time, Chronurgists learn to alter the pace of reality to their liking. Many with this power awaken their magic by being in contact with a powerful distortion of time or experiencing a catastrophe which could have been stopped in time, but some are innately gifted in it. Whatever the case, the magic of the time permeates their being. Chronurgists are often quirky fellows: some seem slow while others are utterly obsessed with puntuality. Some are even ironically chronically late.
These sorcerers can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
Chronomancer Quirks (1d6)
| d6 | Quirk |
|---|---|
| 1 | Ironically, you are chronically late. |
| 2 | You can hear the ticking of a clock up to 3 rooms away. |
| 3 | You are mesmerized by sand falling through an hourglass and collect them as a hobby. |
| 4 | You experience deja-vu very frequently. |
| 5 | You keep odd hours and will sometimes make breakfast for dinner. |
| 6 | If you can't observe the passing of time either by the sun and moon or a timepiece you feel claustrophobic. |
Chronurgist spells
| Chronurgist Spells | ||
|---|---|---|
| Sorcerer Level | Spells | |
| 1st | Gift of Alacrity, Expeditious Retreat | |
| 3rd | Borrowed Knowledge, Augury | |
| 5th | Haste, Slow | |
| 7th | Death Ward, Widogast's Vault of Amber | |
| 9th | Temporal Shunt, Wall of Force | |
Temporal Awareness
Starting at 1st level, you can add your Charisma modifier to your initiative rolls. Additionally, you always know the local time of the place where you are located.
Delayed Spell metamagic
At 6th level, you can magically exert limited control over the flow of time. You learn the Delayed spell Metamagic.
Delayed Spell
When casting a spell you may delay the effects of the spells for the same number of rounds as the number of sorcery points you spend on this meta magic trait, up to 3 points. The spell originates from the position you were when you cast the spell originally
Momentary Stasis
When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Convergent Future
Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Timeless existence
At 18th level, your connection to the flow of time makes it impossible for others to judge your age. You may appear older or younger at will. Your body no longer ages and you are immune to all aging effects. Before dying, as a reaction, you can sacrifice 1 level of experience to revert back to where you where at the same time the day before.
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