Your innate magic ebbs and flows like the tides against the sands of time.
Perhaps your birth was the result of a mysterious temporal paradox and your childhood characterized by coincidence and déjà vu. Or perhaps a rare malfunction of routine teleportation magic stranded you in a time which was not your own, with strange powers seething in your veins, and the future or the past laid bare before your eyes.
No matter how, or when, your powers came to be, your magic lets you pull potential from many worlds—both as they were and as you shape them to be.
Temporal Quirks
Having your powers derive from temporal paradoxes and anomalies can have unusual side effects to your behavior. To see how this is expressed, roll (or choose) a quirk from the table below.
d6 Quirk
1 You tend to (try to) finish other people's sentences.
2 You sometimes slip into slang that isn't common... yet.
3 Your sense of fashion is either out of date, or ahead of its time.
4 When you see a clock or watch, you have a nagging need to correct it, because it is just wrong.
5 Sometimes you talk a bit too fast, even for you.
6 You take casual expressions of time a bit too seriously.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
Temporal Origin Spells
1st Longstrider
3rd Blur
5th Haste
7th Freedom Of Movement
9th Mislead
11th Contingency
class features:
Overclocked
At 1st level, your connection with time and magic is young, but potent. You can add either your Dexterity modifier or Charisma modifier to initiative rolls.
Additionally, on your turn you can increase your movement speed by up to 10 feet for the duration of your current turn. Afterwards, you can't increase your movement speed in this manner again until the end of your next turn, during which your movement speed is reduced by 10.
Déjà Vu
Starting at 1st level, you can manipulate the flow of time as you weave your spells, allowing you to blink back to somewhere you've recently been.
Whenever you cast a spell of 1st level or higher, the fabric of time starts to flow around you. You can use a bonus action immediately before or after the casting of the spell to teleport to an unoccupied space that you have occupied since your previous turn.
The distance traveled by this teleport can't exceed 20 feet.
Stolen Time
Starting at 6th level, you can add both your Dexterity and Charisma modifiers to your initiative rolls.
Additionally, you have the ability to affect the flow of time for others around you. However, the balance of time must be respected.
As a bonus action, you can spend 2 sorcery points and pick two creatures you can see, including yourself. One creature makes a Charisma check contested by the other's Charisma check.
The creature that wins the contest has its movement speed doubled on its next turn, and gains an extra action it can use to Dash, Disengage, or Dodge.
The creature that loses the contest has its movement speed halved, and can only move and take either an action or a bonus action on its next turn, not both.
Once a creature has been targeted by this feature, they cannot be targeted again until you finish a short or long rest.
Hold On For A Second
Starting at 14th level, you begin to instinctively tap into the flow of time when the situation becomes desperate. Any critical hit against you is treated as a normal hit, as subtle shifts in time allows you to avoid the worst of a blow.
If you take damage that would reduce you to 0 hit points, you can use your reaction to immediately teleport up to twice your walking speed to an unoccupied space you've previously occupied since the beginning of the last round. If this removes you out of harm's way from the attack or effect that would deal damage to you, the atttack is treated as a miss, and has no effect on you.
After teleporting this way, you can't do so again until you finish a long rest.
Time To Spare
At 18th level, your interactions with time allow you to dramatically alter its pace for yourself and others around you. For every 8 years that pass, your body ages only 1 year, and you get an extra reaction at the start of each of your turns.
When you roll initiative, you can use your reaction and expend 2 sorcery points to grant yourself and your allies within 60 feet of you a +5 bonus to initiative.
On your turn, you can take one additional action on top of your regular action, which can be used only for Dash, Disengage, Dodge, or Cast a Spell. Once you gain an additional action this way, you must finish a short or long rest before you can do so again.
subclass options:
1 | Overclocked, Déjà Vu |
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6 | Stolen Time |
14 | Hold On For A Second |
18 | Time To Spare |