Sorcerer
Base Class: Sorcerer

Your innate magic comes from the fabric and firmament of time and the power that it manifests throughout the planes. You might have beeen exposed to a rare rift in time, a tesseract, or other breach in the laws of chronological order. Perhaps you or an ancester of your bloodline were born or otherwise marked by the retrograde of a celestial body, or directly anoited by one of the divine or infernal guardians of natural records such as Amaunator or Asmodeus. Regardless of the cause, the natual flow of event-to-event as it applies to the realms has never applied to you in the same way, and instead presents to you a supernatural force and field to be manipulated. Entropy, age, continuity, chance, et allia are all subject to your influence, and sometimes even your will.

Unstable Presence

At 1st level, your attendence in the present is relatively undefined and subject to your influence. Once per short rest, you can alter your age to be up to five years younger or older (minimum one year old). Doing so grants you advantage on Deception checks used to hide your identity from anyone who knew you at your previous age.

In addition, the fluxing ubiety of your body in any specific moment makes you harder to hit. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Alpha Chronomancy

Your ability to manipulate time extends into your arsenal of spells. At 1st level, you learn an additional spell chosen from Chaos Bolt, Color Spray, or Expeditious Retreat. The chosen spell is a sorcerer spell for you, but it doesn't count against your number of spells known. 

Time's Eyes

At 6th level, your connection to time begins to arm you with insight of the immediate future.  You gain proficiency in Dexterity saving throws. In addition, as a reaction taken after making a Dexterity saving throw but before the outcome is determined, you may spend 2 sorcery points to roll and additional d20 and use either result.

Omega Chronomancy

At 14th level, your influence over time manifests even more deeply in your spells. You spend only 1 sorcery point when you use your Quickened Spell Metamagic option and your Extended Spell Metamagic option triples a spell’s duration, to a maximum duration of 24 hours.

Timewalk

Starting at 18th level, you can spend 6 sorcery points as a bonus action to summon yourself from 1 minute in the future to join you in the present. Your future self appears in an unoccupied space you can see within 30 feet of you and takes their turn immediately after yours (under your control). Your two selves share hit points and spell slots. Your future self remains in the present for 1 minute or until you loose concentration (as though you were casting a concentration spell) or if you dismiss the effect as a bonus action. 

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4/6/2020 9:44:34 AM
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