Sorcerer
Base Class: Sorcerer

You have been affect my a temporal anomaly and have gained the ability to control your personal time in various was as well as affect time on a greater scale. Whether you were attacked or influenced by a timeless abomination of the far realms, were thrown out the the timeline temporarily by errant magics or even chosen by some ancient being as some sort of amusement. 

Level 3: Disrupt Continuity

When you choose this origin, you gain your first abilities on temporal manipulation.

You gain the ability to dash as a bonus action. If this dash would provoke an opportunity attack the attack is made at disadvantage.

As a bonus action, you may expend a sorcery point to throw yourself back through space-time to a point you occupied since the start of your last turn.

Finally as a reaction to being hit with an attack or targeted by a spell you may expend 2 sorcery points to cause the attack to miss or the spell to fail. You disappear from the point you occupied and reappear in the nearest unoccupied space at the start of your next turn.

Level 3: Temporal Spells

When you reach a Sorcerer level specified in the Temporal Spells Spells table, you thereafter always have the listed spells prepared.

Temporal Spells
Sorcerer Level Spells
3 Longstrider, Feather Fall, Misty Step, Blur
5 Slow, Haste
7 Blight, Banishment
9 Hold Monster, Commune

Level 6: Time is Relative

You may take additional reactions between your turns. The second reaction costs 1 sorcery point and each one after that costs an additional one sorcery point. 3rd costs 2, 4th costs 3 and so on.

Level 14: Splinters of the Timeline

You may spend an action to gain a point of exhaustion and pull an alternate version of yourself through reality at the cost of 7 sorcery points. This functions as if it was a Simulacrum cast by the the Simulacrum spell with the following exceptions. It only remains for a number of minutes equal to your sorcerer level, has all your current magic items attuned and you may only control one of these Simulacrums at any time. The Simulacrum cannot use this ability.

Level 18: If I Could Turn Back Time...

As a free action at the start of one of your turns you may gain the benefits of a long rest. However you do not regain the use of this ability and you lose a combined level of spell slots equal to 3d4. After the 3d4 rounds of the combat you gain 1d3 levels of exhaustion. This ability is regained on a long rest.

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