Base Class: Sorcerer
im gonna be so honest yall i have no energy to write a cool description for this subclass. this wasn't even supposed to be a sorcerer subclass, it was supposed to be a cleric subclass but because dndbeyond is so genuinely broken i cant even publish a cleric subclass EVEN when i use life cleric as a template for some odd reason, so i gerryrigged it for sorcerer. it's a sorcerer with time abilities. za warudo. yada yada.
Level 3: Precognitive Spellcasting
You can delay your casting of a spell until certain conditions are met. Choose a spell of 5th level or lower that you can cast. You cast that spell, called the Precognitive Spell, expending the spell slot, any material components, and casting using the casting time Precognitive Spell, but it does not come into effect. Instead, designate a set of triggering conditions for the Precognitive Spell to take effect (For example, a trigger for the Healing word Spell may be "whenever an ally within 60 feet of me is reduced to 0 hp"). For the next 10 minutes, and whenever the triggering conditions are met, you may take a reaction to activate the Precognitive Spell. If such a spell requires concentration, it breaks the concentration of any spell you are currently concentrating on.
After you have activated your Precognitive spell or 10 minutes have elapsed, you must designate a new Precognitive Spell with a set of triggering conditions in order to use this feature again. You can only have one Precognitive spell designated at a time.
Level 3: Temporal Spells
When you reach a Sorcerer level specified in the Temporal Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Feather Fall, Longstrider, Augury, Gentle Repose |
| 5 | Haste, Slow |
| 7 | Divination, Death Ward |
| 9 | Legend Lore, Wall of Force |
Level 6: Chronostasis
You always have the Hold Person spell prepared. Whenever you cast it, you may cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast it using sorcery points, it requires no Verbal, Somatic, or Material components. While a creature is paralyzed in this way, they are completely immovable including by the force of gravity.
Level 14: Improved Chronostasis
You always have the Hold Monster spell prepared. Whenever you cast it, you may cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast it using sorcery points, it requires no Verbal, Somatic, or Material components. While a creature is paralyzed in this way, they are completely immovable including by the force of gravity.
Borrowed Time
As a Magic action on your turn, you may attempt to drain one creature currently Paralyzed by either your Chronostasis or Improved Chronostasis features of their remaining lifespan. The creature must succeed on a Constitution Saving Throw against your Spell Save DC or take 8d6 necrotic damage and age the same number of years. On a failed save, they take half as much damage and age half as many years. Additionally, you gain a number of Temporary Hitpoints equal to the damage taken.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 18: Mastery of Time
You always have the Time Stop spell prepared. You may cast it without a spell slot, and you regain the ability to cast it that way after finishing a long rest. Additionally, when cast in this way, you may take 5 turns in a row rather than 1d4+1 turns in a row.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/28/2026 2:58:03 PM
|
6
|
1
|
--
|
Coming Soon
|
Comments