Time Slipping is an adverse effect to to being exposed to time itself and is a very rare occurrence. For those it affects, it can be very painful and problematic until it is controlled. Time slipping allows a creature to slip through time either to the past, present, or future. While uncontrolled, It will happen spontaneously(DM's Discretion) and in a painful manner. Each time it happens unwarranted, the creature must make a Wisdom Saving throw DC18 or take 1d10 psychic plus 1d12 force damage. A creature with this feat can learn to control it once they make an arcana check DC25 to learn to control it. A creature must meet the DC or roll a Natural 20 on their die to control their time slip. A creature with control can then only slip into the past or future within a year from their original point in time. This feat allows those who have controlled their slipping to be able to control time itself. Increase your Wisdom and Constitution by 2. Gain Immunity to psychic damage and resistance to force damage. Once the user of this feat reaches lv 15, this feature allows Time Stop to be casted 3 times per day as an action without wasting a spell slot or components for the spell. Additionally, the caster can choose a number of people or creatures equal to their Con mod to not be affected. All targets chosen by the caster must be touching the caster at the time of the spells activation. At lv. 16, this feature grants the ability to reverse time up to 10 minutes outside of combat and up to 1 full round while in combat. This ability can be done a number of times equal to half of your proficiency rounded down. At lv 18, You have mastered the art of time and it's fluidity. Once per long rest, whenever you use time stop, you now have the ability to affect other creatures and objects worn or carried by others. When time stop is used this way, the duration is 1 turn instead of 1d4+1 turns. Additionally, you can affect a number of creatures equal to your constitution modifier. Immediately after time resumes, the caster must make a Constitution Save DC18 plus the number of creatures interacted with. On a failed save, the caster falls unconscious and remains so for the duration of a long rest. On a success, the caster takes 2 points of exhaustion and has disadvantage on all checks. All spells and magical effects casted or created by the caster have a 60% chance of failing and wasting the spell slot instead.
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