Sorcerer
Base Class: Sorcerer

You are a temporal anomaly the laws and rules of time don’t seem to have an effect on you

Temporal anomaly

the way time flows around you is different than others, your movement speed increases by 10 as well as gaining proficiency in initiative and immune to being surprised

Flux Continuity

When either you or an ally within 10 feet are the target of a magical effect or spell, you may use your reaction and expend 2 sorcery points to half or double the duration of the spell or effect up to a maximum of 24 hours and a minimum of 1 round.

Temporal Rewind

you can bend time to alter a single event. After you or a creature makes an attack roll, ability check, or Dexterity saving throw, you can use your reaction to reverse time to the moment just before the roll was made. After the reversal, the target must roll again and keep the new roll.

In addition, before the target rerolls, you can warn the same creature or another that you can see within 30 feet of you that can hear you as part of the same reaction. The creature gains one of the following benefits of your choice until the start of its next turn:

  • Advantage on its next attack roll, ability check, or Dexterity saving throw.
  • A +2 bonus to its AC.

Only you remember the original events that transpired before you reversed time.

Once you use this feature, you can’t use it again until after you finish a short or long rest.

Temporal Disruption

At 18th level, you possess the ability to bend time to your will, a rare ability known as temporal disruption . You can spend 6 sorcery points as your bonus action to create an aura of altered time around you, affecting each creature within 30 feet of you. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

The slowing effect ends for a creature if it moves more than 30 feet away from you. Also, an affected creature can attempt to break the effect of your temporal disruption while it is within the area of effect. At the start of its turn, the target can make a Wisdom saving throw against your spell save DC. If successful, the effect ends for it. A creature that succeeds on its saving throw against your chronodisruption is immune to its slowing effect for 24 hours.

Until the temporal disruption ends, you are also under the effects of the haste spell.

The Ttemporal disruption’s effects end completely after 1 minute. When the effect ends, you can’t move or take actions until your next turn, as a wave of lethargy sweeps over you. In addition, you age by 1 year. The aging effect can only be reversed with a wish spell or similar magic.

Comments

Posts Quoted:
Reply
Clear All Quotes