Fractured Soul
Wether you were nearby when a Luxon Beacon exploded, or you touched a mysterious artefact in an ancient temple, or you are an iadvertent result of some kind of paradox, one thing is clear - you seem to have issues following typical rules of linear time. what's more, you've learned to harness the Chronurgic magic within you to affect the world around you.
Time Spells
You learn additional spells when you reach certain levels in this class, as shown on the Time Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. additionally, you gain access to the Dunamancy spell list present in Explorer's Guide to Wildemount. If a spell is marked with an Asterisk (*), it is found within Explorer's Guide to Wildemount.
| Sorcerer Level | Spell |
|---|---|
| 1st | Alarm, Gift of Alacrity* |
| 3rd | Blur, Hold Person |
| 5th | Haste, Slow |
| 7th | Banishment, Dimension Door |
| 9th | Hold Monster, Temporal Shunt* |
Peer through Time
Starting at 1st level, you can no longer be surprised as long as you are conscious, and you can add your proficiency modifier to Initiative rolls as you passively observe alternate Timelines wherein you were ambushed successfully.
Manipulate the Flow
At 6th level, you gain access to three special abilities, which manipulate how time flows for a specific area or creature, and are listed below.
Lagging terrain: you select an area within 30 feet of you, with a 15-foot radius. As an action, you expend 2 sorcery points to cause the area to flow at halved speed. it is considered difficult terrain, and for any creatures inside the radius, any bonus action requires an action to use, such as the spell healing word.
Forced Reverse: As an action, you select a creature within 60 feet of you. You expend 2 sorcery points, and the creature must make a Charisma saving throw, which it can choose to fail, or be forced back to the position it was in at the end of its last turn. This movement does not provoke opportunity attacks.
Temporal Boon: as a bonus action, expending 2 sorcery points, you may choose a creature within 15 feet of you to gain certain enhancements as they move faster through their personal timeline for one turn: the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. On their next turn, their speed is halved and they may only take on action (no bonus action) as they are slowed while their timeline catches up with them.
Vision of the Future
at 14th level,you are able to peek through in to the future. after meditating for 1 hour, you can learn one detail about an event that will happen within 30 days. the flow of time is always in flux, and you can even prevent this future from happening if you choose to intervene. for instance, you may learn about an assassin's plans to kill the king at a feast, so you could ask the king to call the feast off.
once you use this feature, it cannot be used again for 1d8+2 days.
Paradox Break
finally at 18th level, you have managed to form a link with a version of yourself from an alternate timeline. as an action, you may summon a duplicate of yourself from a different timeline within 30 feet of you. The same person existing twice in the same timeline creates a paradox, so the alternate version of yourself can only last 1 minute. it acts on your intiative count, and can cast any spell from the sorcerer spell list, as well as the spells listed in Time Spells without expending one of your spell slots. Once they cast the spell, they immediately disappear as they are pulled back to their own timeline. A tear in the fabric of space and time is left in their place, which immediately collapses on itself. Every creature within a 15-foot radius of the tear must make a dexterity saving throw, and takes 4d10 force damage on a fail, or half as much on a success.
once you use this feature, it cannot be used again until you finish a long rest.