Sorcerer
Base Class: Sorcerer

The spark of magic that flows within you is tied to the ebb and flow of time itself. This type of sorcery is often seen in a child born during a milestone event in our worlds history, whether it be a time of great celebration, an astrological event or the dawn of a new era.

Children begin to exhibit signs of Chronomancy early in life and develop quirks as a result that hint at an aptitude for time manipulation. It can be as simple as a nervous tick or a fondness for time pieces, or severe as a complete detachment from the world around them.

While it may seen like the they are not all there, it has been found that they indeed are aware of everything that is happening around them and perhaps more as such users have been known to predict the coming of an event, dodge a knife being thrown at them or even seem to appear out of nowhere in an instant.


 

Chronomancer Quirks: (1D6)

  1. Your left eye twitches when you get upset
  2. You can hear the ticking of a clock up to 3 rooms away.
  3. You are mesmerized by sand falling through an hourglass and collect them as a hobby.
  4. You experience deja'vu every time you sneeze.
  5.  You keep odd hours and will sometimes make breakfast for dinner.
  6. If you can't observe the passing of time either by the sun and moon or a timepiece you feel claustrophobic.

 

Timelessness

At 1st level your connection to the flow of time makes it difficult for others to judge your age and makes you appear timeless. You may appear older or younger at will.

In addition when you gain a sorcerer level, you may either roll with advantage to determine your new maximum hit point total or add +1 to your total before adding your constitution modifier.

Forethought

From 1st level on, when using the ready action you may instead place two triggers for a spell instead of one, and resolve which ever occurs first. In the event that both occur at the same time you may choose which activates.

Additional Metamagic Options

At 3rd, 10th & 17th level when selecting your meta magic, the Chronomancer gains two addition metamagic options to choose from. Delayed Spell & Restrained Spell. (see below)

(DNDBeyond does not currently allow the editing of metamagic options directly, so IF choosing one of these options consider it to replace your choice for 3rd, 10th, or 17th level  in the meta magic sorcerer feat, making sure not to unbalance the class by selecting more than 4 metamagic options total. (Version 1.0 did not have this issue as it was made before DNDbeyond updated their sub-class policies.)

Delayed Spell

When casting a spell you may delay the effects of the spells for the same number of rounds as the number of sorcery points you spend on this meta magic trait, up to 3 points. The spell originates from the position you were when you cast the spell originally

Restraining Spell

When you cast a spell that does not include a status effect you may spend 3 sorcery points and add the restrained condition to that spell after the spell has landed. The creature can try to break the restrains on its turn for a DC equal to your spells save DC.

Ebb & Flow

At 6th level, your connection to the time stream has grown allowing you to speed up or slow down the passing of time. You may spend 2 sorcery points to cast either the Haste Spell or Slow Spell without expending a spell slot. These spells still require concentration, and standard spell rules still apply when cast.

Rewind Time

At 14th level you have gotten better at manipulating time, and determining cause and effect and as such can tailor it to how you see fit. As a bonus action on your turn you may rewind the action of any creature you can see within range (60ft) causing the effects of their last turn to be negated and return them to their previous position.

It is now that creatures turn again and play will commence from that point. Any other effects made on the creature after its initial turn still exists such as damage, status effects etc. You may use this feature once per long rest. At 17th level you are granted an additional use of this feature per long rest.

Duality

At 18th level your connection to the time stream is so strong that you can appear to be in more than one location at a time through the use of time duplicates. You create one time duplicate that lasts a number of rounds equal to the number of sorcery points you spend on this feature up to 10. The duplicate gets an initiative roll just and a turn in combat but shares your spells slots and cannot itself use metamagic. The duplicate has the same AC, HP and spells as you. Play this duplicate as if you are playing a second player character until its number of rounds are up then remove it from combat. You may create one duplicate at a time, creating a second immediately dispels the first.

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