Base Class: Sorcerer
This type of sorcery is uncommon but found in children born during a turbulent time in history typically accompanied by a natural disaster or catastrophic event responsible for a great change. Sorcerers who possess this form of magic can manipulate time as a form of transportation, and use the power of lightning and thunder to deter their enemies in combat. Though these abilities are present at birth for many, it may also manifest after a traumatic or world shaking event at which the sorcerer was present. Regardless of the source, the gift of storm and time surrounds the sorcerer's being and alters the way they perceive their surroundings.
The Temporal Storm can control energy around them, bending it to their will to suit whatever they need. The ability to warp the space around them enhances their supporting abilities in battle, but also presents a new erratic force for their allies to face. Many of the Shaper Savant abilities focus on deterrence and avoidance, but that does not discredit their ability to inflict severe damage.
Preordain
Starting at 1st level, your connection to the flow of time makes it difficult for others to judge your age and makes you appear timeless. You may appear older or younger at will.
In addition, you have short foresight which increases your initiative +5. Once per combat, you may place two spell triggers instead of one and resolve whichever occurs first. In the event that both occur at the same time, you may choose which activates.
Prototype Portal
Starting at 1st level, you have dabbled in temporal magic. This allows you to move through time instead of space. As your movement action in combat, you can teleport to an unoccupied space in sight within 10 feet from your initial location. Teleporting this way does not provoke opportunity attacks against you or other creatures.
The action's range increases by 5 feet when you reach 5th level (15 feet), 10th level (20 feet), 15th level (25 feet), and 20th level (30 feet).
Fulminate
At 6th level, your ability to manipulate the sky increases, giving you natural advantage on Charisma saving throws and ability checks.
Whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, tempestuous magic erupts from you. This eruption causes creatures of your choice that you can see within 5 feet of you to take 1d6 + Charisma modifier lightning or thunder damage (choose each time this ability activates). Each chosen creature must make a Constitution saving throw against your sorcerer level DC. On a failed saving throw, the creature suffers full damage and is knocked 5 feet away from you. On a successful save, they suffer half damage from the attack and are not moved.
The spell's damage increases by 1d6 when you reach 8th level (2d6), 12th level (3d6), 16th level (4d6), and 20th level (5d6).
Phthisis Storm
At 6th level, you gain the ability to control the weather around you and become resistant to lightning and thunder damage.
If you are outdoors with an open sky, you can create a small storm within 30 feet of your location. You cast strikes of lightning on all creatures in a 30-foot cube. Targets include creatures and objects, and each can be targeted by only one strike. All creatures must make a Constitution saving throw and takes 2d10 + Charisma modifier lightning damage on a failed save and are stunned, or half as much damage on a successful save and are not stunned. Once you use this spell, you can't use it again until after a long or short rest.
The spell's damage increases by 1d10 when you reach 8th level (3d10), 12th level (4d10), 16th level (5d10), and 20th level (6d10).
Tempest Rebuke
Starting at 14th level, your enhanced abilities as a temporal mage grant you the Teleport spell.
As an opportunity attack, you can make a Constitution saving throw against your sorcerer level DC to deal lightning damage equal to 2d8 + Charisma modifier. The creature must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the creature is knocked 20 feet away from you and is considered prone. This must be done at melee range and counts as your attack of opportunity.
The spell's damage increases by 1d8 when you reach 16th level (3d8), 18th level (4d8), and 20th level (5d8).
Temporal Burst
At 18th level, you gain immunity to lightning and thunder damage.
In addition, your connection to temporal magic allows you to teleport up to 60 feet to an unoccupied space you can see, emitting a thunderous boom. All creatures within 15 feet of your initial location must pass a Constitution saving throw against your sorcerer level DC or suffer 10d6 + Constitution modifier damage.
On each of your turns before the spell ends, you can use a bonus action to teleport in this way again dealing 5d6 thunder damage. Teleportation does not provoke an attack of opportunity. Once you use this ability, you can't do so again until you finish a short or long rest.
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