Base Class: Sorcerer
Time Masters are, as their name suggests, masters of manipulating time. Granted their abilities perhaps through a creature of deep space, a rip in the fabric of time or exposure to the very essence of the universe itself, Time Masters can use their limited control over time to produce an astonishingly versatile range of effects, from improving their natural healing through causing more time to pass for them than for the world, to briefly pausing time over a wide area.
Warp time
Beginning at 1st level, you can manipulate time to gain agility and speed. You have advantage on Dexterity (Stealth) checks made during combat. In addition, on each of your turns, you can take the Dash or Disengage action as a bonus action.
Temporal control
Also at 1st level, you gain 2 temporal dice. These are d4s, and fuel your temporal control abilities. You gain two such abilities at 1st level. At each of 6th, 14th and 18th level, you gain 1 additional temporal die and 1 additional temporal control ability. If an ability has prerequisites, you must meet them to use it. You regain all expended temporal dice when you finish a long rest.
Agile blow
When a creature takes damage from a cantrip that you cast, you can spend 1 temporal die to make a weapon attack against that creature as a bonus action. You add the temporal die roll to the attack roll.
Blow of time
You can use your action to expend 1 temporal die, targeting a creature within 120 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or be under the effects of the Slow spell for a number of minutes equal to the roll on the temporal die. The creature can only repeat the saving throw at the end of each minute.
Desperation
When you take damage that would reduce you to 0 hit points, you can use your reaction to expend a number of temporal dice, reducing the damage by the product of the rolls on the dice.
Flicker
As an action, you can expend 1 temporal die, gaining the effects of the Blur spell for a number of rounds equal to the temporal die roll + your Charisma modifier.
Flurry of blows
When you make a weapon attack against a creature, you can expend a number of temporal dice up to your Charisma modifier. For each die that you expend, you make one additional unarmed strike against the target, with a bonus to the damage roll equal to the roll on the die. This feature is not compatible with other class abilities such as the Fighter's Extra Attack and the Monk's Martial Arts.
Grant speed
As an action, you can expend 1 temporal die, granting a willing creature within 30 feet of you the effects of the Haste spell for a number of minutes equal to the roll on the temporal die.
Improved speed
When you use your Warp Time feature to take the Dash, you can expend 1 temporal die, rolling the die and gaining additional movement equal to 10 times the roll on the die. In addition, this movement can be used to swim or climb without requiring additional movement.
Limit evasion
When you cast a spell that requires a Dexterity saving throw, you can expend two temporal dice when you cast it. A number of creatures up to the roll on the first die that you choose take a penalty to their saving throw equal to 1 + the roll on the second die. If the spell requires additional Dexterity saving throws against it, the penalty continues to affect these saving throws as long as they are against the same casting of the spell.
Magical retaliation
When you are hit by a melee weapon attack, you can expend 1 temporal die as a reaction. You can then cast a spell of up to 3rd level, or a cantrip, as part of the same reaction, if that spell has a range of touch, self or up to 10 feet and deals damage. For example, Inflict Wounds, Thunderwave and Poison Spray are all eligible, but Acid Splash, Cone of Cold and Charm Person are not.
Minor teleportation
When you cast a conjuration spell, you can use your reaction to expend 1 temporal die to teleport a number of feet up to 5 times the roll on the die.
Revitalising rest
When you take a short rest, you can expend 1 temporal die. If the die roll is 1, you regain 1d8 + 3 hit points. If the die roll is 2 or 3, you gain the benefits of the Lesser Restoration spell. Otherwise, you gain the benefits of the Greater Restoration.
Time out
You can use a bonus action on your turn to expend 1 temporal die. You regain hit points equal to 3 times the roll on the die.
Temporal improvement
At 6th level, your temporal dice become d6s, at 14th level they become d8s, and at 18th level they become d10s.
Accelerated activities
Starting at 14th level, you gain the ability to speed up mundane activities. Whenever you do an out of combat activity such as foraging, running a business or hiking, you can spend half as much time on the activity for the same benefit. Alternatively, you can spend the regular time on the activity for twice the benefit.
Brief respite
At 18th level, you can briefly pause time to escape from combat. You learn the Time Stop spell if you do not know it already, and can cast it using a 9th level spell slot, as is typical. When you cast Time Stop, you must expend 1 temporal die - the spell lasts for a number of rounds equal to the temporal die roll instead of its usual duration (although it can end early as described in the spell), and while it lasts, you can only take the Dash, Hide or [Tooltip Not Found] actions. If you cast a spell, it must be an abjuration, conjuration or illusion spell.
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