Sorcerous Origin: Time Sorcery

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Time Sorcery

Sorcerous Origin : Time Sorcery

Your innate magic comes from the essence of time itself. Many with this power can trace their magic back to ancestors who mingled with mythical time manipulating creatures, ancient powerful wizards who studied the flow of time for their personal endeavors, or early contact with time ripples and dilatations. Your lineage might include the influence of time domain gods, life in a chaotic time sensitive dimension or a magical bond with a powerful time altering artifact. Whatever the case, time magic is now innate to your being.

Clockwork Mind

At 1st level, your proximity with time itself grants you innate understanding of it's flow and clockwork devices.

You gain proficiency with the Tinker's Tools. Additionally, you always know what time it is in places you're familiar with, as well as how time flows there. You can innately feel when and how the flow of time is distorted in your location

Time Manipulation

At 1st level, you can slightly accelerate yourself to enhance your reactions.

Readying an action no longer requires you to choose the action you will take and readying a spell no longer requires you to cast it and use your concentration to hold its energy. When using the Ready action, you can choose the reaction's trigger to be any perceptible circumstance or the end or start of a turn. Whenever you Ready an action and haven't yet moved on your turn, you can forgo your turn's movement to Ready a movement of up to half your speed. This movement gets triggered along with your readied action.

When you reach 3rd level in this class, you can alter time flow around you to move at blinding speed. Whenever movement you've readied is triggered, you can expend it by teleporting to a point within your readied movement's maximum distance.

Chrono Warp

Starting at 6th level, you have slight control over the timing of events around you. You now add your Charisma modifier (minimum of 0) to your initiative modifier.

As an action, you can target a creature other than yourself within 30 feet of you. You either add or subtract 2d4 from it's initiative score, moving them up or down the initiative order accordingly. If this would move it higher than you in the initiative order, it takes it's turn right after yours this round. A target cannot take two turns in a single round as a result of this effect.

Time Robbing Spells

Beginning at 14th level, you can take other's time away from them. Whenever you hit a creature with a spell attack, you can spend 2 sorcery points to slow it as per the slow spell, until the end of your next turn. While a target is slowed in this way, you gain the benefits of the haste spell. You do not suffer lethargy when the haste effect ends.

Time Freeze

At 18th level, as an action, you can spend 6 sorcery points to choose a point you can see within 30 feet; time is stopped in a 30-foot radius sphere centered on it for up to 1 minute or until you lose your concentration (as if concentrating on a spell) and you are immune to it's effects.

Creatures in the area must succeed on a Charisma saving throw or be Paralyzed for the duration. A creature that enters the area must also succeed on a Charisma saving throw or be Paralyzed. At the end of each of its following turns, a creature can make another Charisma saving throw; on a success, it is no longer affected by the frozen time. While a creature is Paralyzed in this way, it cannot perceive it's surroundings.

Additionally, you learn the time stop spell, which doesn’t count against your number of sorcerer spells known

 

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