Base Class: Sorcerer
As a tense fight is drawing to its end, the dragon swipes with its claws, cleaving the chest of the barbarian open as he falls to his knees. As he begins to lose consciousness, he sees events happen in reverse, and suddenly he is standing once more, the wound on his chest closed, and the dragon vulnerable as the barbarian swings and slices its head clean off.
As a group of bandits emerges from the woods, surrounding a group of adventurers, they realize too late that they had lost the element of surprise. A wood elf with a mischievous grin wags a finger, as she had foreseen this ambush and the party prepares to fight.
An orc charges towards the tiefling that has been casting spells the whole fight. But as the orc gets within melee range, he cries out in pain as his mind cannot process the shifting visions in front of him. An archer attempts to help by shooting the caster, but in a blur, the positions shift, and the arrow instead buries itself into the back of the orc.
Chronokinetic Manipulators are sorcerers who use time as their weapon and shield. Able to help their teammates by giving them advantages over enemies, and being able to disrupt the enemy's combat, these sorcerers are powerful support casters with the ability to turn the tides of a fight in the blink of an eye.
Expanded Spell List
You learn additional spells when you reach certain levels in this class, as shown on the Expanded Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a evocation or an transmutation spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level and Spell Known:
1st: ?????, Longstrider
3rd: ?????, Wall of Sand
5th: ?????, Wall of Force
7th: ?????, Sequester
9th: ?????, True Polymorph
Time to Spare
You have begun to practice the art of manipulating time to serve you. As a bonus action on your turn, you can do one of the following:
Additional Action: You grant an additional action to an ally within 30ft of you. When given this action, they can make two melee attacks with it regardless of if they have the Extra Attack feature. This ability cannot be used on the same ally more than once per day.
Repeat Action: You immediately cause a single creature within 30ft of you to repeat their previous action. If it was an attack roll, the attack is remade with the same weapon. If it is a spell attack, the spell is cast and consumes a spell slot. This ability cannot be used on the same ally more than once per day.
Second Chance: You grant a single creature within 30ft of you to remake an ability check or saving throw. They must use the new roll, regardless of if it was lower than the original. This ability cannot be used on the same ally more than once per day.
This feature can be used a number of times equal to your proficiency bonus. All uses reset upon completing a Long Rest.
Enhanced Quickened Spell
As your grasp on chronomancy improves, you find it easier than most to alter the time required for certain abilities. As such you gain the following benefits:
- Using the Quickened Spell metamagic now only costs one sorcery points instead of two. All other rules for Quickened Spell remain the same.
- Once per long rest, you can use the Quickened Spell metamagic on a cantrip without expending a sorcery point.
- When using Quickened Spell on a Level 3 spell of higher, an ally within 30 feet of you can cast a single spell of equal or lesser level as a reaction, as long as it is not a ritual spell, and provided they have an available spell slot and the proper components.
Altered Perspective
As you begin mastering the art of chronomancy, you have learned how to not only alter time for you, but alter the perception of time for others. As a bonus action, you can create a sphere of warped time around you for one minute. During this time you gain the following benefits:
- Creatures that enter your melee range, start their turn within 5 feet of you, or take damage from you must succeed on an INT saving throw equal to your spell save DC. On a failed save, they take 3d6 psychic damage as their mind attempts to process the altered perspective. On a successful save, they take half damage.
- All melee attacks against you are made with disadvantage, and if there is an enemy in your melee range, you can use your reaction to cause a ranged attack that would have normally hit you to hit the enemy instead.
- All attacks made against a creature within your melee range are made with advantage, including opportunity attacks. If the enemy is hit with a critical strike, you can immediately use your reaction to make an opportunity attack against the enemy, even if they have not moved.
Chronokinetic Mastery
You are a master at the art of chronomancy, able to wield and control time to suit your needs. As such, you gain the following abilities to your Time to Spare list:
Skip Turn: As a reaction, you can the flow of time around one enemy you can see within 120 feet. This enemy loses their current turn, is unable to take reactions, and if they are concentrating on a spell, they make the CON saving throw with disadvantage. This ability cannot be used on the same enemy more than once per day.
Swap Initiative: As an action, you can cause a ripple in time, allowing for the flow of battle to change. Choose one ally within 30 feet of you. If they are willing, you swap initiative rolls with them. If they gain a higher roll, they may immediately take their turn as normal. If you gain a higher roll, combat carries on, with whoever going after you in the new initiative order going again, regardless of when their last turn was.
Undo Turn: As a reaction, you can briefly rewind time, causing a single events effects to not occur. Choose one ally within 30 feet of you. If they have taken damage, been inflicted with a condition, knocked unconscious, or even killed, and the enemy's turn has not yet ended, you may use your reaction to undo all the effects of that enemy's turn. If an ally has taken damage, or been inflicted with a condition, the damage is negated, and the condition ends. If they were knocked unconscious, they revert to half the amount of health they had prior to being reduced to 0 hp. If an ally has died on the previous turn, either through taking damage or failing death saving throws, using this ability will reset all their death saving throws, and they must make them again. This ability cannot be used on the same ally more than once per day.
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