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### Temporal Sorcerery Through one way or another, you have gained a mastery over time. You could have been stranded in the Feywild gaining a different outlook on time, or plucked from the timestream by a god for a grand purpose, or for entertainment or simply been in the wrong place at the right time. Whatever the source, time bends to your whim, and the world bends with it. #### Temporal Magic Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Temporal Magic 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 chronurgy, divination or transmutation spell from the sorcerer, warlock, or wizard spell list. | Sorcerer Level | Spell | |:----:|:-------------| | 1st | **gift of alacrity, inflict wounds, sapping sting* | | 3rd | *mirror image, hold person* | | 5th | ***blink, slow* | | 7th | *dimension door, resilient sphere* | | 9th | *modify memory*, **temporal shunt* | **Spells from Explorer's Guide to Wildemount*
***Cannot be replaced* #### Clock Dodger Starting at 1st level, your knowledge of the timestream makes it easier for you to predict your opponents attacks, and allows you to step into the future. When not wearing armor or holding a shield, you can choose to calculate your AC as 12 + your charisma modifier, and your movement speed increases by 10 feet.
Additionally, all chronurgy spells are added to the sorcerer spell list for you.
Finally, when you reach 5th level in this class, you can cast *blink* by spending 3 sorcery points or by expending a spell slot. If you cast it with sorcery points, when you roll to determine if you vanish, you can roll twice and take either result. #### Untimely Knowledge Starting at 6th level, your mastery of time grows, allowing you to glimpse the future before it happens. As a bonus action, you can choose a creature within 60 feet of you. That creature must make an attack roll, ability check of your choice or saving throw of your choice. The next time it makes a roll of the type you chose before the end of your next turn, it must use that result. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.
#### Chrono Mastery Beginning at 14th level, you can halt time on yourself, retaining all your energy as the flow of time continues. You no longer age, you cannot be magically aged, and you don't need to eat, sleep or breathe. You must still spend 8 hours doing light activity to gain the benefits of a long rest. Additionally, you can cast contingency without requiring material components by expending 6 sorcery points. When you cast it this way, the spell has a casting time of 1 action and a range of touch. You can still have only one contingency active at a time. #### Pluck From Time At 18th level, you gain the ability to remove troublesome foes from the present, displacing them to the future. As an action, you can force any creatures within 30 feet of you of your choice to make a Charisma saving throw. On a failure, the creature disappears into the corridors of time. At the end of your next turn, the creatures return to the space it previously occupied, or the nearest unoccupied space. The creatures are magically aged by their experience, and take 6d10 force damage and must make a Constitution saving throw, or gain 2 levels of exhaustion. Any creature reduced to 0 hitpoints by this effect is turned to dust. Once you use this feature, you can't use it again until you finish a long rest, or until you spend 7 sorcery points to do it again. > ##### Credits > Image Used - Activision Blizzard