Sorcerer
Base Class: Sorcerer

Chronos Sorcerers are people born of time anomalies, bubbles and pockets not natural to the flow of time. Whenever a paradox is created, a Chronos Sorcerer somewhere is conceived. Sometimes they are touched by the hand of time deities such as Chronos, the Titan from whom the name Chronos Sorcerer comes from. Other times, the paradoxes they spawn from are created by wizards meddling in affairs they do not yet understand. Occasionally, a powerful Chronos Sorcerer's time machinations may give rise to another Chronos Sorcerer. Work out your character's origin with your DM. Regardless of your character's origin, Chronos Sorcerers are powerful utility casters with wide potential in and out of combat. They can see into the future and the past, pluck the strings of time around allies and enemies to aid or hinder, and even sever themselves and enemies from the time-space continuum.

Reactive Precognition

At 1st level, you occasionally glimpse an event in the immediate future. You may add your Charisma modifier for your initiative rolls in addition to your dexterity, and your armor class equals 10 plus your dex mod and charisma mod when you aren’t wearing any armor.  

Sight of Future Past

Your dreams wander through all of Time at 1st level. Whenever you take a long rest, roll a d20. If the roll is less than or equal to your total Chronos Sorcerer levels, you experience a cryptic vision about the future described by the DM.

Chronological Affinity

At 6th level, your affinity for time manipulation breaks a new threshold. You learn the spells Haste and Slow, these spells count as Sorcerer spells for you and do not count against your spells known. You may cast these spells using four sorcery points instead of a spell slot. Moreover, whenever you cast a time-altering spell of 1st level or higher, such as Time Stop (if a spell is time-affecting or not is determined by the DM), you gain the following benefits for 1 minute:

  • You gain a +1 to AC
  • You gain a +5 to your Speed
  • You gain temporary hit points equal to your sorcerer level plus your charisma modifier

Once you benefit from this feature, you cannot benefit from it until the previous benefits have completely worn off.

Banish Out of Time

Once you are 14th level, you are able to focus yourself to banish foes from the fabric of space-time, removing them from this strand of time for a little while. As an action, choose a target creature within 60 feet of you that you can see. That creature must make a Charisma saving throw against your spell save DC. On a success, they take 2d10 psychic damage as their body and soul feel jostled and disoriented. On a failure the creature is considered to be nonexistent, it is untargetable, unable to take damage, unable to think, etc. At the end of each of its turns, the creature rolls a Charisma saving throw, ending the effect on itself on a success. When this ability ends, the creature reappears in the exact space and position they were banished in, with no memory of anything that has happened since their banishment. The effect automatically ends after 1 minute. If their previous space is occupied, they arrive in the closest unoccupied space and take force damage equal to 5 x the distance in feet. You must concentrate on this ability for its duration, lest it end early. You may use this ability once per long rest.

Master of the Time Stream

By 18th level, your mastery of the space-time continuum is topped only by the gods. You gain a number of benefits.

- You no longer age normally. Every 100 years, roll a d100. If the result is less than or equal to your character level, you do not age until the next 100 years have passed.

- The spells Time Stop and Foresight are added to your spell list, and do not count as spells known.

- At the end of a long rest, you may choose to reduce your hit point maximum by an amount equal to your Charisma score x 3. If you do, you are under the effects of the Foresight spell until you finish another long rest. When you lose the effects of the Foresight spell, your hit point maximum returns to normal. While your HP is reduced in this way, your maximum cannot be increased and you receive no benefit from healing spells of 4th level or higher as your body is too warped in time to be healed in such a manner.

- Once per 7 days, you may use an action to pull yourself out of your own timeline. You are taken to a special demiplane, where you dwell for the next 24 hours. While here, you do not need to eat, drink or sleep, and you may rest normally inside of the Demiplane. All items on your person when you enter are brought with you, and you only bring back from the plane anything on your person when you return. You may choose to end this ability early as an action. While inside this demiplane, you cannot leave by magical or physical means unless you end the ability early. When you return, you return mere moments after you left, leaving little to no hint that you were ever gone. You regain the ability to use this feature once 7 days have passed after you leave the demiplane.



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