Sorcerer
Base Class: Sorcerer

Through some fluke with the magics of dunamis, your soul has been fractured in time, giving you innate magical powers that manipulates the forces of dunamis. You could have been born this way, through experimentation or happenstance, or your innate magical capabilities could've come from something that fractured your soul between timelines and possibilities. The friction between these forces, and the ability to tap into potentiality and the infinite web of time, bestowed upon you the power of sorcery.

The power of dunamis causes your form and your personality to shift or have a lack of continuity, appearing quite strange to others. At your option, you can pick from or roll on the Manifestations of Fractures table to create a way your temporal unpredictability manifests.

Manifestations of Fractures

d6 Manifestation
1 Every so often, your form glitches between potentialities, cause your form to shift quickly before snapping back.
2 You often think you have already said something, but it was actually something you said in the near future.
3 You randomly reduce or increase your age. Roll a d4. On a 1 or 2, your age is reduced. On a 3 or 4, your age is increased. Roll a d100 - Your age reduces or increases by the percentage you roll, rounded up.
4 Whenever you cast a spell, your hands and arms seem to blur and appear to be multiple appendages as dunamis flows through you.
5 Anytime you put an item in a non-magical storage space, pocket, bag, etc., on your person, that item's location changes randomly to another non-magical storage space on your person.
6 Your dreams are actually the experiences of other versions of you from other potential timelines showing the various consequences of choices you might have made.

 

Dunamancy Magic

The power of dunamis that flows through you gives you access to different spells drawn from your ties to potentiality and probability. You learn additional spells when you reach certain levels in this class, as shown on the Fractured Soul spell table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

In addition, whenever you cast a spell, you can expend 1 sorcery point per spell level to send that spell into the future instead.

If you do so, roll a 1d4. The spell you cast is sent into the near future, expending that spell slot, a number of turns equal to what you rolled. When that turn arrives, the effects of the spell occur, originating from an a visible version yourself in the location you were in when you sent the spell into the future, which disappears immediately after releasing the spell. If any conditions for the spell that are required (for example, you have to see the target, it has to be within a certain range, etc.), the spell will fail.

If the spell was targeting a creature or object and that target has moved but is still within range and still maintains the spell's requirements for targeting and casting, the echo of yourself will still target that creature or object, following that target to its new location.

You can use this feature a number of times equal to your charisma modifier.

Fractured Soul Spells

Level Spell
Cantrip Sapping Sting
1st Gift of Alacrity
5th Temporal Shunt
7th Sequester
7th Tether Essence
8th Reality Break
9th Time Ravage
9th Foresight

 

Access Potentiality

Starting at 1st level, you are able to tap into different timelines to access different effects. You have a number of charges for this ability equal to your Charisma modifier.

As an action, you can expend a charge and immediately teleport to a random location within 30 feet of you, and the following effect occurs:

D20 effect
1 Instead of teleporting, you disappear from this timeline for 1d4 turns. You return at the end of that turn. When you return, it is in the same position that you had disappeared from.
2-3 You reappear in your new spot bound by ropes, restrained. You can escape with a DC 12 Athletics (Strength) check, or if the rope is damaged. It has an AC of 10.
4-5 You reappear covered in scorch marks, and take 2d6 fire damage.
6-7 You reappear covered in feathers held on by a sticky substance.
8-9 You reappear with a potted plant in your arms.
10-11 You reappear with a new scar that has never been there before.
12-13 You reappear with a decently sized fish in your hands.
14-15 You reappear covered in a bitter-smelling liquid and regain 1d8 hit points.
16-17 You reappear with a laurel wreath on your head, and you have 1d4 to the next saving throw you make before the end of your next turn.
18-19 You reappear with a scroll of your choice of cantrip that you know, and can cast the cantrip from that scroll as a bonus action.
20 You regain 2 sorcery points.

 

You regain all charges after you take a long rest.

Split the Self

Starting at 6th level, you're able to call upon another potential version of yourself to assist in a task.

As a bonus action, you can expend a spell slot to summon a version of yourself to use the Help action when making a skill check that is not persuasion or deception, providing you advantage on that skill check. Once the skill check is performed, the other version of yourself disappears.

Borrow Power

Starting at 14th level, you can use an action to roll a 1d10, regaining that number of sorcery points. You can use this ability once per long rest.

Converge Timelines

At 18th level, you gain the ability tap into your full potential. As an action, you manifest several different visible potential versions of yourself. You conjure 2d4 potential versions of yourself within 60 feet of you, lasting up to 1 minute. They are indestructible and cannot be targeted by spells, attacks, conditions, or effects. They cannot move or take actions, bonus actions, or reactions. They can, however, speak, and know every language you know.

As a bonus action, you can teleport and swap places with any of these potential versions of yourself while this effect lasts. Any spell you cast can originate from any of these potential versions of yourself.

Each time you were to be hit by an attack, you can use your reaction to use one of your Dunamancy Magic charges to roll a d20. If you roll a 1, your Full Potential effect ends and you disappear for 1d4 turns. If you roll a 10 or higher, you instead swap places with one of your potential selves, which instead is hit by the attack, getting sent back to their potential timeline and disappearing entirely.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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