Base Class: Sorcerer
Sorcerers of the Paradox Soul draw their magic from fractured timelines, residual echoes of alternate possibilities, or encounters with artifacts that bend reality. Time does not flow normally for them; seconds may stretch or collapse, moments may loop or branch, and they perceive outcomes that never were—or might yet be.
Level 3: Spectral Clock
Starting at 3rd level, when you roll initiative, you summon a spectral clock face that hovers faintly behind you. The clock begins at 12 o’clock. When activated using a reaction, it releases an effect depending on the hour that its hands are on. At the start of each of your turns, the hands move forward by 1 hour.
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Advancing or Reversing Time. As a bonus action, you can spend as many sorcery points as you would like to move the hands: 1 sorcery point = 1 hour forward. Alternatively, you can spend a spell slot of 1st level or higher to move the hands forward a number of hours equal to the slot’s level.
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Activation. When the clock’s hands are on an hour, you can use your reaction to trigger its effect. Each hour has a unique effect (see Clock of Paradox Table).
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Once an hour’s effect is used, the clock hands spin, and resting on a random hour of the clock. Roll 1d12 to for the hour it lands on.
Clock of Paradox (Hour Effects Table)
| Hour | Effect |
|---|---|
| 1 | You or one creature within 30ft of you must roll on the Wild Magic Surge Table. |
| 2 | One ally you can see gain +5 to their movement speed. |
| 3 | One ally that you can see gains +2 to their AC until the start of your next turn. |
| 4 | You teleport to a place you can see up to 10 ft without provoking opportunity attacks. |
| 5 | You choose a creature you can see who just rolled damage for an attack, forcing them to reroll that damage and take the new result. |
| 6 | Choose a 15-ft radius that you can see within 60ft. All creatures inside must make a Con save against your spell save DC or lose their reaction until the start of your next turn. |
| 7 | One ally regains hit points equal to your Charisma modifier + proficiency bonus. |
| 8 | Enemy movement in a 10-ft radius of you is halved until the end of their next turn. |
| 9 | You and allies within 15 ft can immediately move up to 10 ft without provoking opportunity attacks. |
| 10 | One creature you can see must succeed on a Wisdom save against your spell save DC or be restrained by time-fractures until the start of your next turn. |
| 11 | All creatures of your choice within 20 ft must succeed on a Dex save or take 2d10 force damage. |
| 12 | A massive time ripple erupts. All creatures in a 30-ft radius of you must make an Intelligence save against your spell save DC. On a failure, they are stunned until the end of their next turn and take 3d10 force damage. On success, they take half damage and are not stunned |
Level 3: Paradox Spells
When you reach a Sorcerer level specified in the Paradox Spells table, you have the listed spells for that level prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Expeditious Retreat, Magic Missile, See Invisibility, Misty Step |
| 5 | Blur, Slow |
| 7 | Haste, Dimension Door |
| 9 | Legend Lore, Otiluke's Resilient Sphere |
Level 6: Timeline Recall
At 6th level, once per short rest, you can reroll a skill check, saving throw, or attack roll that you just made as if you remembered the future. This allows you to roll a third time if you have advantage or disadvantage, but you must use the new result. The reroll is unaffected by advantage or disadvantage.
You also learn a new language, one you may have learned in a different life.
Level 14: Initiative Merge
Starting at 14th level, at the end of your turn, you can choose to expend 4 sorcery points to share the same initiative count as another creature in combat. Whoever goes first in the turn order is decided by whichever creature has the higher dexterity score or modifier. If they are equal, then it becomes a contested dexterity check.
When you move your turn order, the current round of combat goes as normal. The new turn order is used in the following round.
Level 18: Convergence of Self
At 18th level, you become aware of all alternate versions of yourself across branching timelines, merging fragments of your possibilities into a single coherent consciousness. You do this by using an action once per long rest or again by spending 11 sorcery points. This feature lasts for 1 minute.
Effects while active:
- All attack rolls made against you have disadvantage.
- All attack rolls, saving throws, and ability checks you make have advantage.
- You gain Truesight out to 60 ft.
You appear slightly “echoed,” with shimmering afterimages of yourself visible in the edges of perception. This ability represents your full temporal awareness, seeing all possible outcomes of your actions and absorbing fragments of other selves’ experience.
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