Sorcerer
Base Class: Sorcerer

Your innate magic flows from a source deep in your past, lost to time. Your bloodline has always been linked with the flow of time through the universe, and as such, you were born with innate spellcasting abilities to alter the flow of time itself. Some say one of your ancestors once gazed into the untempered schism, watching every timeline collide and flow together throughout the universe, and the schism drove them mad. Some say this experience granted your ancestor with a better understanding of time, and how to alter it. Some tell you and entirely separate story. Regardless of origins, you hold the timelines of many within the palm of your hand, able to greatly alter the very fabric of your universe with so little as a thought.

Timely Response

At 1st level, for a number of times equal to your constitution modifier to a minimum of one, at the beginning of initiative, you can change the initiative roll for a friendly creature within 90 feet, re-rolling it. Any initiative bonuses the target creature has are still added. At 8th level, this ability extends to yourself and 1 friendly creature within 90 feet. This ability recharges on a long rest.

Nick of Time

Starting at 1st level, you can manipulate the flow of time to speed up time for yourself, perceptually slowing everyone around you. You can use this to gain advantage on attacks, or impose disadvantage as a reaction on an attack against you. You can use this feature a number of times equal to your constitution modifier, per long rest. 

Make up for Lost Time

Starting at 6th level, you have the ability to twist time further using your temporal magic. You can stop time for roughly 3 seconds by using 2 sorcery points. This does not count as an action or a bonus action but can only be used once per turn. Using this ability gives you 1 of the following effects this turn:

  • Give yourself an extra bonus action.
  • Give yourself an extra spell-casting action (extra spell must have cast time of 3 seconds or less).
  • Give yourself an additional1/2 of your total movement speed. 

Temporal Stasis

As a bonus action, you can spend 3 sorcery points to slow a target in time until the start of your next turn. The following are imposed on the target:

  • Attacks by the target are made with disadvantage.
  • Attacks on the target are made with advantage.
  • The target has disadvantage on Dexterity and Strength saving throws and ability checks.
  • The target's speed is halved.

The Eleventh Hour

At 18th level, you gain a couple of timely reactions, slowing time to others in order to swiftly react. Each one costs you the use of four sorcery points. You can choose from any of the following reactions.

-Revert your own physical form's state in its timeline, and manipulate time itself around you to regain your former vitality. As a reaction when you take damage, you can undo the most recent damage taken. This also cures you of any diseases, curses, or status effects gained from that damage.
-You can bend time to make it as if injuries to allies had never occurred. As a reaction to damage, you may touch a creature and heal the most immediate damage dealt to it.
-You can briefly stop time when you're in danger as a reaction. When you take damage, you may use your reaction to stop time and move up to 30 feet, seemingly having teleported away to all around you.

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