Sorcerer
Base Class: Sorcerer

Chronomancy is a terrifying and powerful thing. Scholars, nobles, royalty, peasants, creatures, monsters and criminals alike all yearn for a droplet of the power that time has on our world. The notion of being able to revert any action or see the perfect solution to a horribly unpleasant problem is unimaginable to many - and to those that can imagine it - want it. Luckily, or unluckily for the Chronomancer, they have this highly yearned for power. But it comes with a cost. Every Chronomancer is constantly hunted down by all manner of folks trying to abuse the powers of time to gain wealth, fame and power. Your innate magic power comes directly from Temporal Prime, otherwise known as The Demiplane of Time. As a Chronomancer, you know the truest of secrets, that even a small manipulation of the stream can have drastic and horrendous consequences on all things, potentially costing you or your fellow men their lives.

"Time waits for no man." - Unknown

Chronomancy has a timeless and lasting effect on you and your character. Whenever your character uses a time-related spell or class feature, maybe you exhibit some of these quirks. You may choose one or more of these quirks by choosing, or rolling on the table below - and you are not limited to just this table, create your own if you will.

Chronomancy Traits and Quirks
D6 QUIRK
1 You constantly have Deja Vu when you wake up.
2 You wonder what the time and date are - a lot.
3 A ticking clock appears in your eye when using time-related powers.
4 Your nervous tick is making the clicking, ticking sounds of a clock with your tongue.
5 You sometimes see yourself throughout the day - is it a hallucination or a warning?
6 If you look closely in a mirror, you can see yourself at a different age in your life.

Bonus Cantrips

At 1st level, you learn the guidance and mending cantrips, but they don’t count against your number of sorcerer cantrips known.

"The two most powerful warriors are patience and time" - Leo Tolstoy

Change Fate

Starting at 1st level, you can bend time to instantly change fate for yourself and others. As a reaction, when an attack roll, saving throw or ability check is made by a creature that you can see (including yourself), you may force a reroll on one dice of your choosing. This can only be declared after the action that takes place (such as a strike hitting an ally, a death saving throw that fails or an enemy saving on a spell).

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take damage equal to your total level + Constitution modifier immediately after you use it. This damage ignores resistance and immunity.

"Time is the most valuable thing a man can spend." - Theophrastus

Stutter Step

Starting at 6th level, you begin to bend and warp time around yourself to your advantage. As a bonus action, you may take the Disengage, Dodge or Dash action for 4 Sorcery Points.

"I've just been in this place before" - Initial D

Time Capsule

Starting at 14th level, you can choose to store a spell away for later use, storing it requires you to cast the spell normally, as it then goes into a Time Capsule. When used from the capsule, it will cast it normally but without the spell slot and material components. The spell does not need to be prepared or even known (it can be a scroll spell placed in the capsule) when casting from the capsule. As an action, you may empty the capsule, allowing you to place another spell within.

You also no longer age non-magically or magically due to the manipulation of time.

"Time is the wisest counsellor of all." - Pericles

Starting from Zero

Starting at 18th level, upon your death, you may rewind the clock and come back to life. You gain a third of your hit points and gain a level of exhaustion. If your exhaustion reaches the point of death, you may no longer use this feature.

"Our greatest weakness lies in giving up." - Thomas Edison

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