Base Class: Sorcerer
Your Temporal lobe epilepsy, whatever the cause may be for it, has given you insights into the future. Whenever a seizure takes over your brain, you tap into the timeline. With enough training, you could learn to control the timeline, at the risk of your own mind and body.
Temporal Glimpse
You can tap into your mind to predict your Enemy's movements. As a Bonus Action, choose a hostile creature within 60 ft that you can see, you gain one of the following pieces of information about their next turn:
- In which direction they are going to move.
- If they're going to take the attack action.
- If they're going to cast a spell.
- If they're going to take the dash action
This ability can be used once each long rest with no penalty, if used again, you take psychic damage equal to your proficiency bonus.
Perpetual Patient
Having spent enough time with different doctors and medical professionals, you have a grip on the basics of medicine. You gain proficiency in Medicine
Continuity shift
Starting at 6th level, Time becomes as fluid to you as water is. As an action, you can displace a creature you can see in time. Increasing or decreasing (your choice) their initiative by 1d8 + your spellcasting modifier, changing when their turn is. If the creature isn't willing, they make a CHA saving throw against your spell save DC. On a success, there's no effect to the target creature and you take 1d8 psychic damage.
Branching Paths
Your visions of the future have extended past flashes into concrete predictions. As an action, you can roll a d20 and mark down the number rolled. The next time you would roll a d20 (ability check, saving throw, etc), you instead use the number rolled. Adding any modifiers afterward. You can expend sorcery points to extend this ability to other creatures. for the first creature besides yourself it costs 1, then 3, then 5, and so on.
You can use this ability a number of times per long rest equal to your proficiency modifier.
Cortex Collapse
Beginning at 18th level, your seizures give you full control over the timeline, but at a great cost to your body. you can spend 5 sorcery points to, as an action, trigger a frontal lobe seizure. Knocking you prone and paralyzing you for 1 minute as you spasm uncontrollably on the floor. As you do this, two spectral versions of you from different timelines appear next to your body, controlled by you. Each one rolls their own initiative. They have copies of all non-consumable items as you as well as access to the same spells. They are immune to damage and creatures, items, and spell effects can pass through them. When they cast spells, they use up your spell slots. They also have access to all class abilities and soccer points you have, except they cannot use Cortex Collapse.
After the minute, the clones, along with any items they brought with them, disappear to their own timelines. You are no longer paralyzed and gain one point of exhaustion.
Once this ability is used, it cannot be used again for the next 7 days.
Comments