Base Class: Sorcerer
Sorcerers of this Origin were either somehow magically aged or flung through time by inexplicable means and their very physiology has been altered in a way that allows them to bend time to their will.
Visage of Past and Future
At 1st level when you choose this Origin you can slip freely through your own timeline. You can increase or decrease your age to seem up to half your age younger or twice your actual age; these effects are permanent unless you choose to reset your appearance at a short rest. Your height, weight and features all change to fit your new age.
Temporal Shift
At 1st level when you choose this Origin you can manipulate the speed of a creature. Whenever Initiative is rolled, after the order is determined but before the first creature starts its turn you may choose one creature within 30 feet of you or yourself and move their Initiative order up or down by one creature's turn. (Example: You choose [one of] the enemy to move their initiative order down when they happened to be second to last in initiative order; they will now go last in initiative.)
Additionally you gain access to any spell listed under the Chronurgy Magic Wizard subclass. *Explorer's Guide to Wildemount
Expedited Rest
At 6th level, you learn to control the flow of time in an area at the cost of causing great strain on yourself. Whenever you would take a short rest you can spend 2 Sorcery Points at the start of the rest to grant everyone within a 10 foot radius of you its benefits with the rest only taking 10 minutes as opposed to 1 hour and you may only spend one of your Hit Dice. You may use this feature once per long rest.
Alternatively, when you would take a long rest you can expend 4 Sorcery Points at the start of the rest to grant everyone within a 10 foot radius its benefits with the rest only taking 1 hour as opposed to 8 hours however; you do not regain Sorcery Points, you only regain 1 spell slot per spell level and rather than heal to full you roll half your Hit Dice and heal the amount rolled (if you do not require healing the dice are still expended and are not restored at this rest's completion). You may only use this feature once every 24 hours, where the timer begins after this method of long rest ends.
Temporal Waltz
At 14th level you learn to slip through the time-stream. You can teleport 30 feet as a Bonus Action. Additionally as your Reaction you can cause the subject of your Temporal Shift to make a Charisma saving throw, they can willingly fail. On a fail you can teleport the creature to a point within 5 feet of a spot you previously saw them in.
Bend the Flow of Time
At 18th level as an Action you can spend 6 Sorcery Points to have a creature make a Charisma saving throw, on a fail you gain control over its Time Stream for 1 minute; you are considered concentrating on this effect (a creature can willingly fail this save). On a success the creature is immune to the effects of this feature for 24 hours. While in control of a creature's Time Stream you can manipulate the speed of their actions in the following ways:
- As your Reaction, you can add(1) or subtract(2) your Charisma modifier to/from the creature's attack rolls. Alternatively you can use your Reaction to give the creature advantage(3) or disadvantage(4) on Dexterity saving throws until the end of your next turn.
- As your Bonus Action, you can double(5) or halve(6) the creature's movement speed until the end of their next turn.
- As your Bonus Action, you can activate your Temporal Shift feature on the creature. If you move the creature down in Initiative(7) and it has already taken its turn it cannot take a second turn. If you move the creature up in initiative(8) and it passes you having yet to have taken its turn this round, its turn begins immediately after this effect resolves, ending your turn allowing you no further actions this round.
- As an Action you can release control of the Time Stream and cause the creature to make a Charisma saving throw. On a fail the creature is considered under the effects of the Slow spell for 1d4+1 turns(9). Alternatively when you release control you may grant the creature the effects of the Haste spell for 1d4+1 turns(10), no save required.
If you drop concentration on this feature the creature becomes immune to it for 24 hours. If you unwillingly drop concentration on this feature the creature becomes immune to it for 24 hours and you roll 1d10, using the numbers marked by (#) to determine the effect. The effect lasts for the same duration as stated above. In the event you roll an 8 and the creature passes you in initiative and you both have yet to take your turn you may still take your turn this round. If you roll a 9, the creature is automatically granted the effect, no save required.
Previous Versions
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3/25/2020 7:27:55 PM
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1.0
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Coming Soon
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