Sorcerer
Base Class: Sorcerer

Your innate magic comes from a disturbance in the temporal fabric of reality. Most often, sorcerers with this origin trace their ability to a moment during their life where a deity or some incredibly powerful being shifted their personal timeline. This origin of magic is very uncommon in most regions, and in some is only told of through legend. Any given sorcerer could gain the ability to shape time in this way, but it is typically not inherited.

Agile Reactions

Your passive control over time grants you more mobility. At 1st level, as part of your reaction, you can move up to half your walking speed, or you can use your reaction to move your full walking speed. If this is used on your turn, you can only use it to move up to half your walking speed, and it consumes your reaction.

Temporal Attunement

When you choose this sorcerous origin, you become proficient in History checks, and always know the current time of day if you are on the Material Plane.

School of Chronomancy

Starting at 1st level, you learn spells relating to your temporal abilities. These spells don't count against the number of spells you know, but otherwise act as normal casting. The following spells are able to be cast at the corresponding sorcerer level.

Sorcerer Level

Spells

1st

Mending, Latent Harm

5th

Haste, Slow

13th

Calyptic Singularity

17th

Time Stop

 

Chronomancy Metamagic

At 2nd level, you gain the ability to use your allotted sorcery points to channel your Chronomancy magic to produce a variety of magical effects.

You can choose one of the following options at 6th, 8th, 10th and 12th level. Some options are only available at higher levels. 

Lightning Reflexes

On any creature's turn, if you do not have your reaction you can spend 2 sorcery points to regain it.

Morrow Casting

As a bonus action, you can channel arcane energy from your future self, regaining a spell slot of your choice, that you have access to, up to 5th level spell slots (keep track of the amount and level of spell slots you've regained). This costs an amount of sorcery points equal to the spell's level.

After your next long rest, all spell slots you regained using this ability are used. If you do not have enough spell slots to make up for how many you owe, you gain 1 level of exhaustion for every spell slot you can't make up (this can only bring you to a maximum of 5th level exhaustion).

Record Position

You can spend 1 sorcery point at the start of your turn to record your current position. At the end of that turn, or after 6 seconds, you are returned to that exact position regardless of distance or movement speed. If an object or creature is now occupying that space, you teleport to the nearest unoccupied space (chosen at random if more than one space is equally near), taking 1d4 force damage for every 5 feet moved.

Slow Time Stream

As a reaction, you can spend 3 sorcery points to slow the rate time flows for everything besides yourself for 6 seconds. During this time, you can take one action instead of a reaction, and for the purposes of any spells, feats, etc. it is considered to be your turn. After this effect ends, you take 1d6 psychic damage as time catches us with you.

Split Timeline

You can use your magic capabilities to split the timeline in two. Whenever you land a weapon or spell attack, you can spend 3 sorcery points to roll the damage dice twice, and choose which total to use. The damage must only be against one target, and this ability is applied before any modifiers, such as Empowered Spell.

Stagnate Agility

As a bonus action, you can spend 2 sorcery points to make your next weapon or spell attack slow an enemy, and this effect is wasted if you miss the attack. On a successful hit, the target must make an Intelligence saving throw against your Spell save DC. On a failed save, the target has disadvantage on Dexterity saving throws, their speed is halved, and they have no reactions. These effects ends at the start of your next turn.

Sway Initiative

You can temporarily slow or accelerate a creature to affect the upcoming battle. As a reaction, You can spend 2 sorcery points to add or subtract 2d6 from the initiative of a creature you can see. If you attempt to subtract from the initiative of an unwilling creature, the target can make a Wisdom saving throw against your Spell save DC to avoid the effect. This can only be done once per encounter, but does not have to happen at the start of the encounter.

Combat Foresight

You are constantly searching for danger a few seconds in the future. You gain advantage on all initiative checks, and cannot be Surprised in combat.

See Potentiality

Starting at 6th level, at the start of your turn, you can see into your future and determine if you want to keep it. If you use this ability, take your full turn as normal. Afterwards, you can decide whether or not to keep that course of actions. If not, those actions are reversed and your action is used, and you also remember anything that happened in your foresight. If you do keep the foreseen future, all actions you made are kept, including the same dice rolls. 

You can use this feature twice before a long rest, but only once on the same turn.

Synchronize Timelines

You find a timeline in which you took a different path in life, and can gain an ability from another self. You gain proficiency with a Simple Weapon, Martial Weapon, Tool, or Medium Armor, and you gain the ability to speak another language of your choice.

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