Base Class: Sorcerer
A man cloaked in a cyan trench coat stares down a pack of slavering monstrosities without fear. He raises his hands to the air as symbols on his skin glow turquoise and the creatures literally move in slow motion, man slinging spells into their ranks with abandon.
A woman with white robes raises her hand towards the behemoth demon, wisps of golden energy flowing from her fingertips as the demon suddenly freezes in its tracks, leaving it open to assault from all angles by her allies.
Chronoborn are people born of time anomalies, bubbles and pockets not natural to the flow of time. Whenever a paradox is created, a Chronoborn somewhere is conceived. Sometimes they are touched by the hand of time deities such as Chronos, the Titan from whom the prefix Chron- comes from. Other times, the paradoxes they spawn from are created by wizards meddling in affairs they do not yet understand. Occasionally, a powerful Chronoborn's time machinations may give rise to another Chronoborn. Work out your character's origin with your DM. Regardless of their history, Chronoborn are powerful supporting casters, aiding their teammates in battle by debuffing enemies and buoying allies.
Time Bubbles
As a bonus action, choose a point within 60 feet of you that you can see. You create a 10 foot radius sphere of affected area around that point. When you create this bubble, choose Sped Up or Slowed Down. If the bubble is Sped Up, all friendly creatures in the affected area have a second reaction. If the bubble is Slowed Down, all enemy creatures in the area have no reaction. This bubble lasts for one minute, and while it's active you are treated as concentrating on it. You may activate this feature a number of times equal to your Charisma modifier and regain all uses on a long rest. When you reach 6th level, the radius becomes 15 feet. When you reach 14th level, the radius becomes 30 feet and you do not need to concentrate on it. When you reach 18th level, you regain all uses on a short rest.
Chronological Affinity
At 6th level, you gain an affinity for time manipulation. It both comes easier to you, and gives you benefits for doing it. You learn the spells Haste and Slow. They do not count towards your spells known You may also cast them for 4 sorcery points each, instead of a spell slot. Follow all usual rules for casting these spells. (Concentration, action, components, etc.) Whenever you cast the spell Haste, Slow or Time Stop, or any other time-related spell (As determined by your DM; talk with them first about spells that can be related to time), you gain the following benefits for 1 minute:
- You gain a +1 to AC
- You gain +5 to your speed
- You gain temporary hit points equal to your Sorcerer level + your Charisma modifier
You can only have one instance of these benefits active at a time. I. e., casting Haste on one turn and Slow on the next will not give you +2 AC, +10 speed and fresh temp HP.
Temporal Machinations
By 14th level, you are able to bend the fabric of space-time in such a way to powerfully affect the bodies of yourself and others. You gain the following action:
Temporal Void: As an action, you may choose to attempt to either stop one creature's time, or stop time for yourself and anything in a small bubble around you. If you try to stop someone else's time, choose a creature within 60 feet of you that you can see. That creature must make a Charisma saving throw against your Sorcerer spell save DC. On a success, there is no effect. On a failure, you stop their time completely. They are frozen in whatever placement and position they were last in and are paralyzed. This lasts for 1 minute. You must stay within 60 feet of the creature at all times, or the feature immediately ends. You are treated as concentrating on this effect. Alternatively, you may choose to stop time for yourself and anything in a 10 foot radius bubble around you. You are paralyzed and frozen in your exact placement and position. Everything within 10 feet of you when you activate this feature is as well. If anything (Be it inanimate object, organic being, or a spell), enters this sphere, they are subjected to the same effect. Arrows stop, swords are stuck in place, creatures are frozen. Friendly creatures are exempt from this effect. You can be moved while this effect is active, for instance a friendly creature carrying you. If you are, the bubble moves as well, centered on you. This feature lasts for 1 minute and needs no concentration.
Regardless of effect chosen, you may use this feature once before needing to take a long rest to regain use of it.
Time Lord
By 18th level, you are a true master of manipulating space-time to your advantage. You gain numerous benefits:
- Some form of physical manifestation showing your power. Glowing blue sigils on your skin, eyes that glow a vibrant color, veins that flow with arcane energy. The choice is yours, but regardless of your new appearance, powerful Chronomancers have a hard time hiding their status, and often will stand out in a crowd.
- You learn the spell Time Stop. It doesn't count against your spells known. You may cast it using 12 sorcery points instead of a spell slot.
- As a reaction, you can gain resistance to a damage type until the end of your next turn when dealt damage of that type. Your body is able to instinctively reverse time, partially nullifying the effects of attacks.
- Whenever you cast the spell Time Stop, it lasts for a minimum of 6 rounds. Your control over space-time is strong enough to maintain a time freeze for longer than most.
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