Base Class: Sorcerer
Your innate magic flows throught the strands of time, allowing you to percieve the past, suspend the present and hasten the future. Rather than altering fate itself, you manipulate the temporal currents surroundings magical phenomena, causing spells to linger, arrive too early or wait for the perfect moment before taking effect.
Whether your gift was born from an impossible prophecy, an encounter with a temporal anomaly or a bloodline forever marked by the flow of time, your soul exists just beyond the present.
Level 3: Chronal Spells
When you reach a Sorcerer level specified in the Chronal Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Gift of Alacrity, Accelerate/Decelerate, Immovable Object, Call to Action |
| 5 | Catnap, Flashback |
| 7 | Death Ward, Curse of Damned Aging |
| 9 | Temporal Shunt, Legend Lore |
Level 3: Chronal Shift
You have learned to rewrite the temporal flow of magic itself, by either fast forwarding it to the point it's effects ending, or by rewinding it to a point where it didn't even existed to begin with. As a magic action, choose one creature, object or magical efffect within 100 feet. Any spell affecting it immediately ends if it is of a level equal or lower to your Sorcerer level/3 (rounded up, to a maximum of 6th level). If it is of a higher level than you can immediately affect, you must make a Charisma check against a DC equal to 8 + the spell's level. On a success, the spell ends.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 6: Temporal Insight
Your perception extends beyond the present, allowing you to glimpse the history of lingering magic, or to peek at the incoming future. Whenever you roll for initiative, you may choose a creature you can see within 120 feet and get a vision of different outcomes for the future, granting you a 1d6 bonus to attacks against it and saves against any ability or spell it uses on you for the first round of combat.
Additionally, you can choose to examine a spell, magical efect or magical item during a minute, gaining a vision about an important event related to it (DM dependent) and gaining the following insight about it:
- When it was casted/created.
- How much longer it will naturally last, if applicable.
- Whether it has been altered or renewed since its creation.
Level 14: Temporal Cascade
Your mastery over time allows you to accelerate, delay or prolong the flow of magical effects. You gain access to three new types of metamagic that you can only use once on each of your turns.
- Accelerate (2 Sorcery Points): Choose an ongoing spell or effect you can see within 60 feet, and which duration is longer than 1 round. If it makes so that an effect occurs at the start or end of a creature's turn, cause that effect to occur immediately.
- Delay (2 Sorcery Points): Choose an ongoing spell or effect you can see within 60 feet, and which duration is longer than 1 round. If it makes so that an effect occurs at the start or end of a creature's turn, you can make it so that it's next occurrence of skipped and it takes no effect.
- Extend/Shorten (1 Sorcery Point): Choose an ongoing spell or effect you can see within 60 feet, and which duration is longer than 1 round. If it has a remaining duration of at least 1 round, you can increase or decrease it by 1 round.
Level 18: Temporal Arrest
Your mastery over time has altered both your body and mind. You stop aging, are immune to any effect that would age you and can't die from old age.
Additionally, you can briefly halt an event before its consequences unfold. When a creature you can see within 60 feet makes an attack roll, casts a spell or forces one or more creatures to make a saving throw, you can use your reaction to create a suspended event, delaying its consequences until the start of that creature's next turn. The triggering attack, spell or saving throw still succeeds or fails as normal. However, while the event is suspended, each creature affected by it ignores all damage and any other effects causes by it.
For each affected creature, record the damage it would have taken after applying all modifiers to that damage, including resistances, vulnerabilities, immunities, temporary hit points and similar effects. That creature immediately gains temporary hit points equal to the recorded damage. If the suspended damage would have reduced a creature to 0 hit points, it instead gets reduced to 1 before gaining these temporary hit points.
At the start of the triggering creature's next turn, the suspended event resumes. Each affected creature immediately takes its recorded damage, and any conditions or other effects imposed by the suspended event begin at that time, as though they had just taken effect. Any concentration checks required as a result of this damage are made at that time and, if an effect has a duration, that duration begins when the suspended event resumes.
This feature can't affect an event that has been previously suspended and, once used, you can't use it again until you finish a long rest, or expend 5 sorcery points to use it.
Previous Versions
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