Time Sorcery (5e Subclass)
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Time Sorcery
Your innate magic comes from the fabric of time. Perhaps you were exposed to very powerful temporal magic, leaving its arcane signature upon your very being and making you attuned to similar effects. Maybe Amaunator or another deity of time chose you for reasons unknown and bestowed upon you their boon.
Due to their ability to instinctually warp time around them and escape harm, an ability they sadly could not extend to their comrades, chronomancers tend to survive encounters that their companions do not, and a good fraction become struck with survivor guilt. Most of those who do develop this guilt embrace solitude and give up adventuring entirely, while others continue exploring the world but are wary of accepting companionship, should similar events occur once more.
Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.
- Time Sorcery Bonus Spells
Sorcerer Level | Spells |
---|---|
1st | expeditious retreat, feather fall |
3rd | hold person, misty step |
5th | haste, slow |
7th | dimension door, freedom of movement |
9th | far step, hold monster |
Subtle Acceleration
At 1st level, slivers of time magic are ever-present around you, granting you a small advantage even in areas you don't focus much on. You can add half your proficiency bonus, rounded up, to any Dexterity ability check you make that doesn't already include your proficiency bonus.
Additionally, your relative swiftness makes you harder to hit. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Rewind
Starting at 6th level, when you make a saving throw and fail, you can use your reaction and spend 2 sorcery points to turn back time. Armed with knowledge from the future, you adjust your course of action accordingly. You reroll the saving throw and take the second result. You can use this ability a number of times equal to you Charisma modifier.
In addition, you may use 3 sorcery points to cast haste or slow as an action.
Advanced Chronomancy
Starting at 14th level, your mastery over time has improved enough that you become more efficient in spellcasting and can choose to resist the effects of temporal magic should they be detrimental to you. 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. You can also use either or both of these Metamagic options even if you have already used a different Metamagic option during the casting of a spell.
Timewalker
Starting at 18th level, you can use your bonus action to pluck yourself from 1 round 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 alongside yours. Your two selves share hit points, spell slots, resources, and status effects. Any changes or new effects- including incapacitation or death- added/removed from your present self are mirrored to your future self; however, any changes to your future self are not mirrored. Due to already witnessing this event, your future self cannot be surprised and has advantage on attack rolls, ability checks, and saving throws during this turn. Additionally, other creatures have disadvantage on attack rolls against them.
At the end of your turn, both you and your future self vanish as the timeline repairs itself, merging you back into one singular entity. While vanished, you are undetectable, invulnerable, and cannot move or take any actions. At the end of your next turn, you appear where your future self vanished, in the state he or she was in.
Once you use this feature, you can't use it again until you finish a long rest.
Additionally at level 18, you may take an action to cast time stop once without expending resources or a spell slot. Once you use this feature, you must finish a long rest before being able to use it again.
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