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 a spell no longer requires you to cast it as normal and use your concentration to hold its energy. Whenever you use the Ready action, you can ready both an action and your remaining movement as part of the same reaction. You can also choose it's trigger to be a Somatic component you can perform at any time (no action required) up until the start of your next turn.
When you reach 3rd level in this class, you can alter time flow around you to move at blinding speed. Whenever your readied movement is triggered, you can instead choose to teleport to a point you are able to move to within half your remaining movement speed.
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 number of creatures other than yourself up to your Charisma modifier within 30 feet of you. You either add or subtract 2d4 from their initiative score; a target cannot play twice in a single round as a result of using this feature.
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.
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 magically stopped a 30-foot radius sphere centered on it, although it doesn't affect you. For 1 minute or until you lose your concentration (as if concentrating on a spell), a creature that starts it's turn in the area must succeed on a Charisma saving throw or become Paralyzed for the duration. At the end of each of its turns, it can make another Charisma saving throw; on a success, it is no longer affected by the frozen time.
Additionally, you learn the time stop spell, which doesn’t count against your number of sorcerer spells known.