Time is a force to be reckoned with. It is time that brings the rise and fall of empires. It is time that ends all mortal lives. It is time that wears the mountain down the rubble. It is time that raises the forest, then lets them fall. Time is memory. Time is reality. Time is uncontrollable. That is what most say. Yet that is not entirely true. Some gifted individuals are blessed with power over the force of time. These sorcerers have the power to reshape the past, manipulate the speed of time, or even call themselves from the future.
Alter Future
Starting at 1st level, you can manipulate the flow of time to foresee your mistakes in the future and attempt to fix them. As an action on your turn, you can reshape the near future. At any time during the next minute, you may reroll one ability check, attack roll, or saving throw that you make. You may choose to do this after you see the roll, but before the DM declares whether the roll failed or succeeded. After rerolling, you may choose which roll you use. You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.
Future Escape
Also at 1st level, you have the ability to propel yourself seconds into the future, allowing you to escape the fray of combat. As a bonus action on your turn, you can teleport yourself into the future. At the start of your next turn, you reappear in the space you previously occupied. If that space is already occupied, you reappear in the nearest unoccupied space. Once you use this feature, you must finish a short or long rest before you can use it again.
Future Self
At 6th level, you have gained the ability to call yourself from the near future. As an action on your turn, you may summon a duplicate of yourself from one minute in the future. Your future self appears in a location chosen by the DM. Your future self acts on your initiative. On your turn, you and your future self may both take turns, yet only one of you can take the attack action each turn. While your future self is present, you share all consumable items, limited use features, and spell slots between you. When you expend a consumable item, limited use feature, or spell slot, your future self expends it also. Whenever you take damage, your future self also takes damage. If an item is taken from you, your future self loses that item also. If you die, your future self vanishes from existence, leaving nothing behind. Your future self disappears after 1 minute or if your concentration breaks (as if concentrating on a spell). Once you use this feature, you must finish a long rest before you can use it again.
Hastened Action
At 14th level, you have manipulated the flow of time affecting you, allowing you to attack and cast spells more quickly. You can attack twice on your turn when you take the attack action. In addition, when you cast a spell as a bonus action, a spell you cast on your turn that has a casting time of 1 action doesn't have to be a cantrip.
Reversal
At 18th level, you have mastered the ability to undo the actions of your opponents. As a reaction on your turn, you may spend 2 sorcery points to target one creature within 60 feet of you who has just finished their turn. That creature must make a Wisdom saving throw against your spell save DC or have their entire turn undone. Any damage the creature dealt on that turn is undone. Reality reshapes itself so that any consumable items, limited use features, or spell slots that were expended on the creature's turn are restored. Also, the past changes as if the creature had never cast any spells, ending all spell effects caused by the creature.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I really like this idea, but there is one thing that I think would make this class a little more grounded. interacting with space-time and warping reality on such a level isn't something to be taken lightly. Take the Wish for instance. I understand that this is not the same, but it does come awfully close. I think a good way to keep this class grounded would be to add the possibility of rolling on the Wild Magic table, or Madness table, or some combination thereof.
Many movies and shows that deal with this issue seem to agree, that if time and reality are manipulated in any way, there will be consequences. Having your sorcerer roll on either or both of these tables would keep this class from ignoring what downsides are to be expected from wielding such great power.
Kickinit makes very good points. I want to stress that Future Self highlights these issues: if you die, all of you future self's actions would also be undone. Overall, I would treat Future Self as a concentration spell.
In Hastened Action the spell part is far too powerful. I think changing the rule that says if you cast a spell as a bonus action, you can't cast any other spells except cantrips would be really appealing and less over powering.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Kickinit makes very good points. I want to stress that Future Self highlights these issues: if you die, all of you future self's actions would also be undone. Overall, I would treat Future Self as a concentration spell.
In Hastened Action the spell part is far too powerful. I think changing the rule that says if you cast a spell as a bonus action, you can't cast any other spells except cantrips would be really appealing and less over powering.
Hastened Action
At 14th level, you have manipulated the flow of time affecting you, allowing you to attack and cast spells more quickly. You can attack twice on your turn when you take the attack action. In addition, when you cast a spell as a bonus action, a spell you cast on your turn that has a casting time of 1 action doesn't have to be a cantrip.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I've added a concentration effect to the Future Self feature.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I just think it'd be funny if you go to cast your future self, and the DM tells you nothing appears. "Buckle up kid, you're gonna die in a minute." But overall, I do like the concept of this subclass, just remember that time is a tricky thing to play with.
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Chronic Sorcery
Time is a force to be reckoned with. It is time that brings the rise and fall of empires. It is time that ends all mortal lives. It is time that wears the mountain down the rubble. It is time that raises the forest, then lets them fall. Time is memory. Time is reality. Time is uncontrollable. That is what most say. Yet that is not entirely true. Some gifted individuals are blessed with power over the force of time. These sorcerers have the power to reshape the past, manipulate the speed of time, or even call themselves from the future.
Alter Future
Starting at 1st level, you can manipulate the flow of time to foresee your mistakes in the future and attempt to fix them. As an action on your turn, you can reshape the near future. At any time during the next minute, you may reroll one ability check, attack roll, or saving throw that you make. You may choose to do this after you see the roll, but before the DM declares whether the roll failed or succeeded. After rerolling, you may choose which roll you use.
You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.
Future Escape
Also at 1st level, you have the ability to propel yourself seconds into the future, allowing you to escape the fray of combat. As a bonus action on your turn, you can teleport yourself into the future. At the start of your next turn, you reappear in the space you previously occupied. If that space is already occupied, you reappear in the nearest unoccupied space. Once you use this feature, you must finish a short or long rest before you can use it again.
Future Self
At 6th level, you have gained the ability to call yourself from the near future. As an action on your turn, you may summon a duplicate of yourself from one minute in the future.
Your future self appears in a location chosen by the DM. Your future self acts on your initiative. On your turn, you and your future self may both take turns, yet only one of you can take the attack action each turn. While your future self is present, you share all consumable items, limited use features, and spell slots between you. When you expend a consumable item, limited use feature, or spell slot, your future self expends it also. Whenever you take damage, your future self also takes damage. If an item is taken from you, your future self loses that item also. If you die, your future self vanishes from existence, leaving nothing behind.
Your future self disappears after 1 minute or if your concentration breaks (as if concentrating on a spell). Once you use this feature, you must finish a long rest before you can use it again.
Hastened Action
At 14th level, you have manipulated the flow of time affecting you, allowing you to attack and cast spells more quickly. You can attack twice on your turn when you take the attack action. In addition, when you cast a spell as a bonus action, a spell you cast on your turn that has a casting time of 1 action doesn't have to be a cantrip.
Reversal
At 18th level, you have mastered the ability to undo the actions of your opponents. As a reaction on your turn, you may spend 2 sorcery points to target one creature within 60 feet of you who has just finished their turn. That creature must make a Wisdom saving throw against your spell save DC or have their entire turn undone. Any damage the creature dealt on that turn is undone. Reality reshapes itself so that any consumable items, limited use features, or spell slots that were expended on the creature's turn are restored. Also, the past changes as if the creature had never cast any spells, ending all spell effects caused by the creature.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I really like this idea, but there is one thing that I think would make this class a little more grounded. interacting with space-time and warping reality on such a level isn't something to be taken lightly. Take the Wish for instance. I understand that this is not the same, but it does come awfully close. I think a good way to keep this class grounded would be to add the possibility of rolling on the Wild Magic table, or Madness table, or some combination thereof.
Many movies and shows that deal with this issue seem to agree, that if time and reality are manipulated in any way, there will be consequences. Having your sorcerer roll on either or both of these tables would keep this class from ignoring what downsides are to be expected from wielding such great power.
Kickinit makes very good points. I want to stress that Future Self highlights these issues: if you die, all of you future self's actions would also be undone. Overall, I would treat Future Self as a concentration spell.
In Hastened Action the spell part is far too powerful. I think changing the rule that says if you cast a spell as a bonus action, you can't cast any other spells except cantrips would be really appealing and less over powering.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
How's this sound?
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Excellent!
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I've added a concentration effect to the Future Self feature.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
A thought just occurred to me: perhaps give an bonus to your initiative modifier equal to your charisma modifier.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I just think it'd be funny if you go to cast your future self, and the DM tells you nothing appears. "Buckle up kid, you're gonna die in a minute." But overall, I do like the concept of this subclass, just remember that time is a tricky thing to play with.