Sorcerer
Base Class: Sorcerer

These are sorcerers who are especially gifted in bending time to their will. No one knows exactly what their origin is but some believe it stems from powerful rituals and experiments in the age of arcanum. Sorcerers of this type are some of the few people who meddled with time and lived.

Time Shift

Starting when you choose this origin at 1st level, your spell casting can unleash surges of uncontrolled time shifts. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1 or 2, roll a d20 for the Time shift table to create a magical effect. 

 

Time Shift Table

1. Your last spell that was cast is treated as if you never cast it, creatures and objects affected by it remain the same but any active effect of the spell is gone and you regain the spell slot used.

2.One random creature within 30ft of you has time slow around them and they can make only an action or bonus action.

3.Time slows around you, your next turn is made with half movement speed.

4.time freezes for one creature within 30ft of you, this creature can move or take any action for one round.

5.The next spell you cast takes one round to take affect.

6.You loose memory of everything that happened in the last 2 rounds

7.Nothing happens

8. One creature (including you) ages one month

9.You gain the affects of a slow spell for 2 rounds.

10.You can only take one action for 2 rounds.

11.You gain the affects of a haste spell with no consequence for 2 rounds

12.You get a brief glimpse into the future, the next attack made against you has disadvantage  

13.Your movemetn is doubled for one round.

14. Your next spell is cast as a bonus action

15.you can make 2 reaction next round.

16.One creature of your choice can make one extra attack this round.

17.One creature of your choice ages 1 month

18.You can re roll one dice from the last round

19. One creature of your choice looses their next action.

20.You get the affects of time stop for one round. 

 

Bite Sized Foresight

Starting at 1st level, you can bend time to get a brief glimpse into the future and get advantage on one, attack, ability check, or saving throw. Alternatively you can make one creature have disadvantage on a attack (if it targets you) or one of your saving throws. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Time Shift table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Time Jump

As a bonus action you can spend 1 sorcery point to jump ahead in time by one round. You spend more points to jump ahead more rounds to maximum of 3.

You can also 2 points to mover other creatures ahead by one round.The creature must make a constitution save against your spell save DC.These creatures must be a size of huge or smaller

Reduce/increase age

You can increase age for one creature or nonmagical object by a number of years equal to your charisma modifier (minimum of one).

Object:

If you reduce the age of a nonmagical object it is brought to its previous state based on the years reduced. If it has had a part of it stolen during the time being reduced, as long that it has no value it is restored. if it does have value its still restored but after inspection its revealed to be fake and has no value. If you increase its age it brings it to its state those number of years later showing wears tears and other things.

Creature:

Reduce,  if you reduce the age of a creature it stays where it is and is brought back to its body's state those number of years ago. This does not get rid of affects like curces unless the affect is a result of old age. You can only use this on living creatures. If you increase a creatures age it will take the effects that your body would take like wrinkled skin based on the number of years increased.

 

Time Shatter

You learn the time stop spell if you haven't already. When you cast time stop you automatically get 6 rounds instead of 1d4 +1. Additionally, you can choose a number of creatures equal to your proficiency bonus to be unaffected by the spell, however you gain a number of exhaustion points equal to how many additional creatures you chose.

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2023 12:46:15 AM
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