Base Class: Sorcerer
Wish. Time Stop. Divine Intervention. There are many ways reality can be altered, and even the most average of mages affect reality through the Weave. Most, however, do not think about the consequences of bending reality to their will. These consequences fell onto you. Whether you saw a Great Old One and managed to stay sane or you had your entire life altered by a Wish, your mind has been opened to the fabric of reality, granting you strange magic and control over reality itself. You don’t yet know your limits, but you do know that your new strange abilities can be used however you need.
Forbidden Knowledge
Thanks to your ability to warp reality, you have an understanding of how it works and are able to handle the mental stress of changing it. At first level, you gain proficiency in the Arcana skill and resistance to psychic damage. If you already have proficiency in the Arcana skill, you may choose another skill from the Sorcerer list.
Defensive Warp
Starting at 1st level, you begin to control reality in times of need. As a reaction to being hit by a weapon or spell attack, you can cause the source of the damage to not hit you. The way you do this can vary wildly, such as making a beam split around you before returning to normal behind you or causing the portion of a sword that would pass through you to become incorporeal. In any case, the attacker must make another attack roll if there is another valid target within the attack’s reach, such as a creature behind you for a ranged attack or a beam. The new target takes half damage on a hit. If there are no other valid targets, the attacker ends their attack.
You can use this ability a number of times per day equal to your Charisma modifier (minimum of once.) Once you do, you cannot use it again until you finish a long rest.
Spacial Loop
At 6th level, you gain the ability to manipulate the dimension of space. You may use your bonus action to choose a location within 60 feet of you that you can see. For the next minute, you can move between your space and the location you chose when you move on your turn. For example, if you chose to move between your location and the new location by moving 5 feet, you would move 5 feet in the same direction as if you had originated from the new location.
You can also choose to only move parts of your body to that space, such as your head, hands, or torso, allowing you to effectively cast spells, make attacks, and interact with objects from that location as well as from your own without moving. You still use your action if you do so, and your movement speed is cut in half if you don’t fully switch between your location and the new one until your turn ends.
You can only have one location connected to you at a time. If you try to have two, the oldest location ceases to be accessible and the new one becomes accessible.
You can use this feature a number of times equal to your Charisma modifier. Once you do, you cannot use this feature again until you finish a long rest.
Magical Overdrive
At 14th level, you gain the ability to focus the Weave in an area to cause a burst of pure magical energy. As an action, you can choose a location within 60 feet of you. All creatures in a 20 foot sphere centered at the chosen location must make a Strength saving throw. Failing that, they take 8d8 force damage, are pushed 20 feet away from the target location, and are knocked prone. On a success, the damage and pushback is halved and creatures are not knocked prone.
Due to the sheer amount of magical energy that burst from that location, the Weave is temporarily damaged. The 20 foot sphere becomes an anti-magic zone, abiding by the effects of the antimagic field spell until the end of your next turn, when the Weave returns to that area.
You can use this ability a number of times per day equal to your Charisma modifier. Once you do, you can’t use it again until you finish a long rest.
Temporal Shift
At 18th level, you become skilled enough to manipulate time itself. As an action, you can target a creature or object within 120 feet of you, including yourself. That target and any object the target possesses is reversed through time, reverting back to the state it was in up to a minute ago over the course of one round, including hitpoints, location, status effects, available spells slots, etc. An unwilling creature can make a Charisma saving throw against your spell save DC at the end of every turn, ending the effect on a success. If a creature does so, they stop their reversal and have the same statistics they had from when they began to reverse. The creature stops wherever they are, including in unsafe areas such as in the sky or a puddle of acid.
If there is an object occupying the space it was inhabiting a minute ago, a reversing target cannot move into that space, and will instead move as close as possible. If there is a roadblock of any sort, the target will move around or through it if possible, going as quickly as it needs to in order to have the spell conclude in one round. Additionally, attacks made against the target automatically fail, natural hazards do not affect them, and no spells short of a wish can affect it or stop its reversal. Creatures who attempt to physically stop the target will be pulled along by the reversal and will not be subject to the same immunities that the reversing object has. The creature will reverse in the exact manner it moved, including running over non-existent bridges, donning/doffing armor, and reacting to invisible assailants. While a creature won’t have any memory of reversing once it finishes, it will have the memory of everything that occurred up to the point they were reversed from.
This ability can not reverse death, but if a resurrection spell has a time limit, it can reduce the time the body’s been dead by one minute. If a creature was dead but was revived, the ability automatically ends at the point of resurrection or, if time allows, the point of incapacitation, forcing the creature to make death saving throws once again.
Once you use this ability, you can’t use it again until you finish a long rest.
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