Base Class: Sorcerer
Time is hard to manage for most practises of magic, magic effecting time rare and powerful. For those born with the blessing (or curse) of time magic ticking in their veins, these mysteries come easier than most.
Those born in the proximity of time based magic sometimes have that magic latch onto them. These traits often display themselves at a young age, a child ageing to their teens incredibly quickly, or people around them experiencing deja vu often as stutters in time occur around them. Mastering these powers is a dangerous undertaking, but the abilities can be worth the risk.
Speedy Recovery
At 1st level, you gain the ability to speed up a creature's natural recovery time. You may spend an action to heal a creature you can see within 30 feet of you. That creature may spend hit dice up to half your sorcerer level (rounded up) and regain hit points equal to the number rolled. You may use this feature a number of times equal to your charisma modifier. You regain uses of this ability when you take a long rest.
Time Thief
When you reach level 6, you learn the Haste and Slow spells. These spells do not count towards your total spells known.
In addition, when at least one creature fails to resist your Slow spell, you may expend a sorcery point to channel their stolen time to another creature. You immediately cast the Haste spell at 3rd level without expending a spell slot or requiring any components. You do not need to concentrate on this spell, and instead it ends when the Slow ends. When you cast the spell, you pick which creature effected by the Slow is the source of this concentration on Haste.
Spell Speed
Beginning at 14th level, you have improved the speed of casting your mastered spells. All Sorcerer cantrips you cast may have a casting time of 1 action or 1 bonus action.
Time Stutter
In addition at 14th level, you learn how to stutter a creature's time stream momentarily. You may use your reaction at the start of another creature's turn to attempt to slow its movements. That creature makes a Charisma Saving throw against your spell save DC. If it fails, the creature may only take an action or a bonus action, but not both on its turn.
Quick Rewind
Beginning at 18th level, you can amplify your magic to reverse time in bursts. When you cast a spell of 1st level or higher, you may expend sorcery points equal to the spell's level to undo the spell, regaining your expended spell slot and used action or bonus action. You may choose to do this at any point during the spell's casting, including after any effects resolved. If done after the spell's effects resolve, this must be done immediately. When the spell is reverted, the effects it created all revert back to before the spell was cast.
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