Sorcerer
Base Class: Sorcerer

You are an anomaly, a being touched by the currents of time itself. Perhaps an elusive time dragon visited you or your bloodline, or you escaped a time loop that ended up altering your whole being. A time-controlling artifact may have fused with you, granting its powers, or your fervent desire to change the future reshaped the way your innate magic manifested. 

Time Dilation

You can alter the perception of time of yourself and your enemies to gain an advantage in combat.

When you roll initiative, you may add your Charisma modifier (minimum 1) to your roll. You can also choose one creature you can see within 60 feet, and its initiative roll is reduced by the same amount.

When you do so, you can spend 1 sorcery point to target one additional creature for the same effect. Each additional target beyond that costs 1 more sorcery point, to a maximum of your Charisma modifier in additional targets.

Time Spells

When you reach a sorcerer level specified in the Time Spells table, you thereafter always have the listed spells known, and they don’t count against the number of sorcerer spells you know.

Whenever you gain a level in this class, you can replace one spell from this feature with another spell of the same level. The new spell must be from the transmutation or necromancy school from the sorcerer, cleric or wizard spell lists. You also learn the Mending cantrip.

Time Spells
Sorcerer Level Spells
1st Mending, Longstrider, Cure Wounds
3rd Augury, Arcane Lock
5th Haste, Slow
7th Death Ward, Blight
9th Contagion, Raise Dead
17th Foresight, Imprisonment

Stillness

At 6th level, you can briefly halt the flow of time for a creature you can see.

As an action, choose one creature within 60 feet. The target must make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature is frozen in time until the start of your next turn. While frozen, the creature cannot move, take actions or reactions, or interact with objects. The creature is immune to damage and cannot be moved.

At the start of its next turn, the creature resumes time normally. It also takes force damage equal to your Sorcerer level.
Any other damage or kinetic effects that would have affected it during the freeze occur immediately.

This ability can target objects. If it is used on an inanimate object, it lasts a minute.

You can use this feature once per long rest, or spend 3 sorcery points to use it again.

Senescence

At 14th level, you can curse a creature with the accelerated passage of time, causing its body to weaken and age unnaturally. As an action, you can target one creature you can see within 60 feet. The target must succeed on a Constitution saving throw or be affected by unnatural senescence for up to 1 minute. Maintaining this effect requires concentration, as if concentrating on a spell.

While affected, the creature experiences the following effects:

  • At the start of each of its turns: The creature takes 2d10 necrotic damage and its speed is reduced by 5 feet (minimum 5 feet).

  • From its 2nd turn onward: The creature has disadvantage on attack rolls.

  • From its 3rd turn onward: The creature has disadvantage on saving throws.

  • From its 4th turn onward: The creature is affected as though by the slow spell.

  • From its 5th turn onward: The creature is paralyzed until the effect ends.

At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. Creatures resistant to necrotic damage have advantage on the initial saving throw, while creatures immune to necrotic damage have advantage on all saving throws to end this effect.

You can use this feature once per long rest for free. You can spend 7 sorcery points to use it again.

Impact

At 18th level, you can hasten a catastrophe that belongs to a distant future, forcing it to unfold in the present.

As an action, you begin a powerful chronomantic ritual to accelerate the arrival of a massive celestial body whose natural course would not have intersected this world for ages. This working requires 4 hours of preparation. During this time, you must be somewhere you can maintain a clear view of the sky from. You must also remain on the same plane where you began the ritual.

If you fall unconscious, die, or are otherwise incapacitated during the ritual, the attempt fails and this feature is expended. The ritual can be paused. You may spend an action on a subsequent turn to continue the working from where you left off, maintaining your accumulated preparation time.

After 2 hours of the working have elapsed, the growing temporal disturbance becomes impossible to ignore:

  • Wildlife Panic. Beasts and similar creatures within the potential impact range instinctively sense the coming disaster. Animals abandon nests and territories, fleeing directly away from the future impact site as quickly as possible.

  • Sense of Unease. People within 2 km of the impact point feel an oppressive sense of wrongness, as if something terrible is coming. Many experience anxiety, paranoia, or an overwhelming urge to determine the source of the disturbance. Spellcasters and powerful creatures may intuit that a major magical event is underway.

These signs intensify as the ritual continues, making concealment increasingly difficult. During the final hour, any spellcaster within ten kilometers can pinpoint your location just by feeling.

At the end of these 4 hours, a titanic meteor becomes visible in the sky, blazing across the heavens as its descent begins. The meteor takes 1d4 hours to reach its point of impact, during which its approach is obvious to all creatures capable of seeing the sky.

When the meteor finally strikes, it crashes at the chosen point, producing the following effects:

  • Pinpoint Impact: Creatures within 60 m of the impact point (or a smaller area at the DM’s discretion) automatically fail their saving throws. Each creature takes 80 + 12d8 bludgeoning damage and 80 + 12d8 fire damage.

    Thunder Shockwave: Creatures between 60 m and 2 km of the impact point (adjustable at the DM’s discretion) must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 40 + 10d8 thunder damage; on a successful save, it takes half damage. The shockwave may cause earthquakes, break windows, cause temporary deafness, and create a concussive environmental effect at the DM’s discretion.

Nonmagical structures in the impact area are typically destroyed, and the terrain is drastically altered at the DM’s discretion. A powerful foe might attempt to interrupt the ritual, erect massive magical defenses, evacuate key locations, or deploy agents to locate and stop the caster once the disturbance is felt.

Pulling a fixed point in the future into the present exacts a terrible cost, desynchronizing you from the flow of time itself. When the meteor appears, you immediately suffer the following effects:

  • You become temporally disoriented for 1d4 days. While disoriented:

    • Your movement speed is halved.

    • You cannot take reactions.

    • You gain 2 levels of exhaustion. These stack with other sources of exhaustion, but their duration is independent from long rests and dependent on this condition.

    • You are under a constant slowness effect. (as if affected by the slow spell.)

  • You cannot benefit from spells or effects that alter time perception (such as haste) while disoriented.

This condition cannot be cured by normal means. Only a wish spell or a greater restoration cast using a 9th-level spell slot can immediately restore your proper temporal awareness.

Previous Versions

Name Date Modified Views Adds Version Actions
1/10/2026 9:44:06 AM
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5e
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