Sorcerer
Base Class: Sorcerer

You are a chronomancer, using your magical skill to grasp the power of time itself to do your bidding. Whether you gain your power from innate magic, a pact with an otherworldly entity, or through advanced arcane study, your mastery of the ways of time and space are all but undisputed. You can alter causality, and as your skill increases you learn to halt the flow of time, speed it up, and eventually even reverse it entirely.

Chronal Entanglement

1st-level Chronomancer feature

You can use your magic to grip the flow of time around a creature. When you cast a spell on a willing creature, hit a creature with a spell attack, or a creature fails its saving throw against one of your spells, you may choose to entangle that creature. Once before you complete a short or long rest, when the entangled creature is within 30 feet of you and makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Once you use this feature, you cannot use it again until you complete a short or long rest.  You gain additional uses at 6th level and 14th level.

Null Time Sphere

6th-level Chronomancer feature

As a reaction, you can create a sphere of null time around one projectile, ranged spell attack, or line effect that you can see within 60 feet of you. The projectile, spell, or effect that is captured is henceforth known as the subject. For the next minute, or until you break concentration on the effect (as if concentrating on a spell), the subject is intangible and suspended in the null time sphere, which is just large enough to contain the subject and has no effect on anything else. You may end the null time sphere early at any time. As an action, you can move your null time sphere and its contents up to 30 feet in any direction or rotate it to change the trajectory of the subject. When the null time sphere effect ends, the subject continues along its original path of motion, crossing any remaining distance it had yet to traverse and using the same attack roll or save DC that it originally used.

Once you have used this feature, you cannot use it again until you complete a long rest.  You gain an additional use of this feature at 14th level.

Displace Target

14th-level Chronomancer feature

You can use your magic to push a target forward in time. As an action, you may expend a spell slot of 5th-level or lower and target a creature that you can see within 30 feet of you. That creature must succeed on a Charisma saving throw against your class’s spell save DC or be pushed forward in time. A willing creature can choose to fail this saving throw.

When a creature is pushed forward in time, it immediately disappears for a number of rounds equal to the spell slot level used to activate this effect. When a creature returns, it reappears in the space that it last occupied, or the nearest unoccupied space to that, at the start of your turn.

An unwilling creature can repeat its saving throw at the start of each of its turns, ending the effect early on a success.

Once you have used this feature, you cannot use it again until you complete a long rest.

Rewind Time

18th-level Chronomancer feature

You have gotten better at manipulating time, and determining cause and effect and as such can tailor it to how you see fit. As an action on your turn you may rewind the action of any creature you can see within range (60ft) causing the effects of their last turn to be negated and return them to their previous position.

It is now that creatures turn again and play will commence from that point. Any other effects made on the creature after its initial turn still exists such as damage, status effects etc. You may use this feature once per long rest.

Chronomancer Image

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