Base Class: Sorcerer
You are an anomaly, a being touched by the currents of time itself. Perhaps an elusive time dragon visited you or your bloodline, or you escaped a time loop that ended up altering your whole being. A time-controlling artifact may have fused with you, granting its powers, or your fervent desire to change the future reshaped the way your innate magic manifested. Perhaps you were visited by your future self who had already cultivated those abilities and replaced you, but lost their memories of the future in the process.
Level 3: Subjective Time Dilation
When threatened, you can speed up your thinking and slow down the perception of another creature you can see. You add 1D6 to your initiative roll, and you subtract the same amount from the targeted creature's initiative roll.
You can expend sorcery points to lower the initiative rolls of more creatures than one, with each additional target costing one more sorcery point.
Level 3: Time Spells
When you reach a sorcerer level specified in the Time Spells table, you thereafter always have the listed spells known, and they don’t count against the number of sorcerer spells you know.
Whenever you gain a level in this class, you can replace one spell from this feature with another spell of the same level. The new spell must be from the transmutation or necromancy school from the sorcerer, cleric or wizard spell lists. You also learn the Mending cantrip.
| Sorcerer Level | Spells |
|---|---|
| 3 | Healing Word, Augury, Spike Growth |
| 5 | Haste, Slow, Revivify |
| 9 | Contagion, Death Ward |
| 17 | Time Stop, True Resurrection |
Level 6: Peripheral Chronomancy
At 6th level, when you cast any spell from the Time Spells list that requires concentration, you can spend sorcery points to make the spell occupy only a small corner of your mind, allowing the spell to persist without your full concentration.
If you do so, the spell doesn’t require concentration and instead lasts for a number of rounds equal to the number of sorcery points you spend (minimum of 1 round, maximum of 3 rounds). The spell ends immediately when this duration expires.
If you lose consciousness, the effects of these spells immediately end.
A spell cast using this feature can’t have its duration extended, refreshed, or reapplied while it is active. If Haste ends as a result of this feature, the target still suffers the lethargy described in the spell.
You can apply Metamagic to a spell cast using this feature as normal. When you do so, the sorcery point cost of this feature and that of the chosen Metamagic are added together.
Level 14: Temporal Savant
When you reach 14th level, you gain one of Quickened Spell, Extended Spell or Heightened Spell Metamagic options if you don’t already have all of them.
If you already have all of these Metamagics, you instead gain one additional Metamagic option of your choice.
Additionally, when you apply Metamagic to a spell, the following effects occur:
- When you cast any spell or cantrip using Quickened Spell, you can spend additional sorcery points equal to the next spell’s level to bypass the normal restriction of only casting one leveled spell per turn.
- When you cast a non-damaging spell using Extended Spell, you may extend its effects for additional rounds equal to the spell’s original duration, allowing spells like Command to take effect in repeated intervals.
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When you apply Heightened Spell to Haste or Slow, their effects are intensified:
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Haste: You experience a sudden surge of accelerated time. You take a single additional turn immediately after casting Haste. This additional turn follows all the normal rules for turns and occurs in the same round. You can’t affect other creatures during this additional turn in ways that would normally end a Time Stop spell. You gain this benefit even if you aren’t the target of the Haste spell.
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Slow: The affected creatures are instead frozen in time for 2 rounds. While frozen, a creature is incapacitated, has its speed reduced to 0, and can’t take actions, bonus actions, or reactions. While frozen in this way, the creature is immune to damage and can’t be moved or otherwise affected by spells or effects. Any damage or forced movement that would have affected the creature during this time is delayed.
When the effect ends, all delayed damage and movement take effect simultaneously, and the creature then resumes its normal place in the initiative order.
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Level 18: Intersecting Timelines
When you reach 18th level, as an action, you can swap places with an alternate version of yourself from a parallel timeline.
The effect lasts for 1 minute. When you use this feature, roll a d12 and consult the table below to determine the alternate self’s class. The alternate self is a character of that class at the same level as you and follows the normal class rules for its features, hit points, and spellcasting.
1 — Barbarian | 2 — Bard | 3 — Cleric | 4 — Druid | 5 — Fighter | 6 — Monk
7 — Paladin | 8 — Ranger | 9 — Rogue | 10 — Sorcerer | 11 — Warlock | 12 — Wizard
You assume the alternate self’s game statistics appropriate to a level 18-20 character of the chosen class: its ability scores, skill and saving-throw proficiencies, and class features. You use the alternate self’s hit points for the duration. You retain your memories and your goals, but the personality of your alternate self might influence you under this effect.
Normally, the alternate self’s subclass is determined randomly by the DM. The DM provides the character sheet you will be using temporarily, with all the spells, feats and class-specific features chosen in advance. You may spend 5 sorcery points to choose the alternate self’s subclass instead of leaving it to chance, representing your focused effort to select a preferred timeline. The base class is still determined by the d12 roll.
If the alternate self is also a sorcerer, they cannot be of this subclass. Somehow, those versions of yourself remain out of your reach, and you remain out of theirs.
You can use the alternate self’s class features, spells, and other abilities as that class would. The alternate self follows the normal rules for concentration, spell slots, preparation, and similar class mechanics.
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You retain all of your own magic items, equipment, and inventory. If the alternate self is ordinarily equipped with specific gear, (for example, a paladin you might be equipped with armor and a greatsword) you may choose to adopt that gear for the duration; doing so replaces the corresponding piece(s) of your equipment. Any gear you adopt reverts to its timeline of origin when the effect ends.
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Your original body is removed to a pocket in time while the alternate self acts in your place. You return to your original form when the effect ends or if the alternate self is reduced to 0 hit points.
If the alternate self is reduced to 0 hit points, the effect ends immediately and you revert to your original form. Any damage dealt to the alternate self that exceeds its remaining hit points (the overkill damage) is projected onto your original body and applies to you as normal.
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Once you use this feature, you can’t use it again until you finish 1d4 long rests.
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Experiencing the effects of a spell such as Banishment or any similar effect that forcibly removes creatures from the current plane ends this feature immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/4/2026 11:24:21 PM
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7
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1
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5.5e
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Coming Soon
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