Sorcerous Origin - Timewarped
Your innate magic comes from the Astral Plane. Being exposed to its energies changes your perception of the flow of time, and allows you to manipulate small pockets of space time in the Material Plane.
Created by Daniel Nnorth
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2017 by Daniel Nnorth and is published under the Community Content Agreement for Dungeon Masters Guild.
Created with Homebrewry http://homebrewery.naturalcrit.com
Swift Casting
Starting at 1st level, when you cast a spell that has a casting time of 1 action, you may change the casting time to 1 bonus action for this casting.
You may use this ability once. You regain all expended uses of this feature when you must finish a short or long rest.
You gain another use of this ability at 8th level, and one more at 16th level.
Arcane Flux
Starting at 1st level, when you roll a 1 on a spell attack roll, you can reroll the die and must use the new roll.
Stasis Field
Starting at 6th level, as an action you can spend 3 Sorcery Points to create a small area where time passes very slowly for your enemies. Stasis Field lasts for up to 1 minute while concentrating. You create a 10-foot radius sphere centered on a point within 30 feet that you can see. The area becomes difficult terrain for the duration. Attacks that target an ally that is inside the sphere, or the line of sight passes through the sphere, have disadvantage.
Temporal Instability
Starting at 6th level, when you use the Stasis Field ability, you may alter it to suit your needs by applying one or more Temporal Instability options. You gain one of the following Temporal Instability options of your choice. You gain another one at 10th and 15th level.
Immediately after you cast Stasis Field, if you used a Temporal Instability option, roll a d8 for each one used. If you roll a 1, a space-time paradox is revealed to you. You must make a Wisdom saving throw, taking 1d6 psychic damage for each sorcery point used to cast Stasis Field on a failed save, or half as much on a successful one. The DC of the save is equal to your spellcasting DC + the number of sorcery points used to cast Stasis Field.
Once you use this feature, you can't use it again until you finish a long rest.
Charismatic Alteration. Whenever an enemy creature within the area is hit with an attack from an ally, add your Charisma modifier to the damage roll.
You can spend 2 sorcery points to use this option.
Crippling Field. Enemy creatures within the area have vulnerability to bludgeoning, piercing, and slashing damage from magical weapons.
You can spend 2 sorcery points to use this option.
Exhausting Field. Whenever an enemy creature moves into or within the area, they must make a Constitution saving throw for every 5 feet it travels. On a failed save, the creature suffers one level of exhaustion.
You can spend 4 sorcery points to use this option.
Stop Time. Whenever an enemy creature moves into the area, they must make a Constitution saving throw. On a failed save, they are stunned for 1d4 rounds.
You can spend 2 sorcery points to use this option.
Stretch Time. Whenever an ally moves into or within the area, they treat 10 feet of movement as 5 feet, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the Stasis Field ends or they exit the area, they can't move or take actions until after their next turn and suffer one level of exhaustion.
You can spend 3 sorcery points to use this option.
Time Bomb. When the Stasis Field ends, it errupts in a great force explosion. Any creatures within the area of the Stasis Field must make a Dexterity saving throw. On a failed save, they take 2d10 force damage + 1d10 force damage for every sorcery point beyond 3 that you spend to cast Stasis Field (up to a maximum of 6), or half as much on a successful save.
You can spend 3 to 6 sorcery points to use this option.
Time Shell. When you cast Stasis Field, you must target yourself instead of a point that you can see. The Stasis Field now acts like an aura that moves with you, with the same radius and effects.
You can spend 2 sorcery points to use this option.
Quantum Static. Whenever an enemy creature moves into or within the area, it takes 2d4 lightning damage for every 5 feet it travels.
You can spend 1 sorcery points to use this option.
Time Shift
Starting at 14th level, as an action you can make a small jump forward in time. No time passes for other creatures within 240 feet, while you take two additional turns in a row after this one, during which you can use actions and move as normal.
This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 100 feet from the location where you cast it.
Once you have used this ability, you must complete a long rest to use this ability again.
Chronomancy
Starting at 18th level, due to your practice with modifying time, you gain the following benefits:
- You are immune to magical aging.
- For every 10 years that pass, your body ages only 1 year.
- Once per turn, when you use your action to cast a spell that requires an attack roll, roll a d8. On a roll of 8, you gain an additional action this turn. On a roll of 7, you gain an additional bonus action this turn. On a roll of 6, you gain an additional reaction this turn.
Temporal Equilibrium
When you use a Temporal Instability option while casting Stasis Field, you no longer need to roll to determine if you reveal a space-time paradox.
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http://powerlisting.wikia.com/wiki/Time_Manipulation
New Spells?
Paradox Haze
concentration, choose one: action (limited like haste), bonus action, reaction, target willing creature gains an additional action on their turn based on your choice until the spell ends. When spell ends, target saves for half vs XdX psychic damage and hold person.
Suspend Spell?
Similar to counterspell, but instead of making the spell fail it delays the casting? the spell is cast on a lower initiative
Temporal Shift +/-
alter creatures initiative score modifier for duration
New Creatures?
Timebug?
tiny living construct, attacks alter creatures initiative score modifier for duration, time bomb upon death
swarm variant
Chronatog?
eats time, small creature, lair actions/effects based on time alteration
hmm
Whenever an opponent casts a spell, Kaervek the Merciless deals damage to any target equal to that spell's converted mana cost.
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