Sorcerer
Base Class: Sorcerer

Your arcane prowess as a temporal sorcerer draws from the ever-shifting currents of time itself. Perhaps you experienced a brush with a temporal anomaly, survived a near-cataclysmic event involving the unraveling of time, or are a descendant of those who had glimpses into the future. Regardless of the origin, your innate connection to the temporal fabric sets you apart.

Temporal sorcerers command the essence of time, allowing them to manipulate its flow to their advantage. As a temporal spellcaster, your abilities become crucial in unraveling mysteries, foreseeing threats, and navigating through the intricate threads of destiny. Whether on quests through ancient ruins or facing foes across the ages, your unique sorcery holds the potential to reshape the course of events.

Temporal Spells

1st-level Temporal Sorcery feature

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

When you cast these Temporal spells you are able to ignore the material components required to cast them.

Temporal Spells
Sorcerer Level Spells
1st cure wounds, feather fall, guidance
3rd augury, blur
5th haste, slow
7th confusion, divination
9th modify memory, scrying

Window Through Time

1st-level Temporal Sorcery  feature

You can create a window that allows you to look through time, if you were to open this window in front of a lake you would see the same lake at either a point in its past or its future, if you open the window in front of a person you will see the space where the person currently standing not the person in the past or future (unless they are/were in the same place during the time you set the window to show). As an action, you can open a tear in the fabric of reality that lets you up to 24 hours into the past or future, you decide how for into the future or past you want to see when you use this feature. This tear functions as a window that cannot be past through and sound does not travel through it, images of the past are clear but images of the future may be blurry or show multiple possible futures or nothing at all if the future is uncertain. The tear lasts for an amount of minutes equal to your sorcerer level. You decide the size of the tear, it can be as small as the eye of a needle or as large as a typical doorway.

When you become a 5th Level sorcerer you gain the ability to make this tear a window up to a 10 days into the future or past. As a 10th level sorcerer or higher the window can show up to a 100 into the past or future and you can use your action to reach through and grab a single object on the other side and pull it to your time* . Starting from being a 15th level sorcerer you can make the portal up to 1000 days into the past or future and the size of the tear quadruples and as a 20th level sorcerer you can spend a 9th level spell slot to open a window to any point in the future or history.

The tear lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated, die, use a bonus action to close it early or open another tear.

* The DM may decide that this causes a change in the timeline and change the circumstances of the world to reflect the change you have made or the may decide that what have done has caused a separate timeline to occur and has no effect on the present, they may also decide that you have simply created a copy of an object from the past or future, or that the object returns to its time at a point of their choosing.

Chronal Warp

6th-level Temporal Sorcery feature

When you cast any spell of that requires an action to cast you can instead cast it as a bonus action. Alternately, if the spell has a non-instantaneous duration you can double the duration.

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

Temporal Manipulation

6th-level Temporal Sorcery feature

You have learned to manipulate the flow of time around yourself or another creature within 60 feet of you to give them a boon or penalty as an action. The effects you may give are as follows:

  • The target creature can take another action immediately.
  • The target creature must make a Charisma saving throw against your spell save DC or have their speed reduced to 0 for one minute or have their speed halved for one minute on a successful save.
  • The target creature can choose to reroll any ability check, attack roll or saving throw within the next 24 hours, only having 1 reroll per attack/check/save, once this feature is used to turn a failure into a success the effect ends on them.
  • The target creature must make a Charisma saving throw against your spell save DC, on a fail it has disadvantage on all attack rolls ability checks and saving throws until the next time the creature fails an attack/check/save.

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

 

Arcane Reversion

14th-level Temporal Sorcery feature

You gain the ability to manipulate time to undo recent events. When a creature takes an action, legendary action, or bonus action within 60 feet of you, you can use your reaction to trigger Arcane Reversion. The targeted action is immediately reversed, as if it never occurred. Any damage, effects, or consequences are nullified, and the situation returns to its state before the action was taken apart creature's action still counts as used. If the reversed action was a spell the spell slot is restored.

Alternatively, you can use your reaction at the end of a creature's turn to move them back to where they were at the end of their last turn, also restoring any hit points they may have lost since then if you choose for them to. You can have the target move instantly back to where they were or move backwards along the path they took.

Once you use this feature you cannot do so again until you finish a long rest.

Temporal Shunt

18th-level Temporal Sorcery feature

You have grown in your skills of temporal manipulation. You gain the ability to perform a new effect with your Temporal Manipulation feature, the ability to push a creature 1d4 rounds into the future. Also, you are able to spend 10 sorcery points to regain the use of your Temporal Manipulation feature.

With your DM's approval you could use this feature to push a creature 1d4 rounds into the past, perhaps allowing you to temporarily have a copy of an ally if you plan the use out ahead of time or to send a message to your past self.

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