Herosmith14
First Post
Yeah, I had this one cooking for a while, and just got around to making it. During maintenance. And this doesn't have any back to the future powers. Well, I guess karma is a fitting punishment for messing with temporal mechanics.
Anyway, I thought this was a fitting Sorcerous Origin, even though I originally brainstormed it as mystic. Yeah, Time's Child is going to be annoying if you don't keep decent combat records but I thought the capstone should be some kind of time shifting, and it's next to impossible to create a future. Let me know if you have any other gripes.
Little is known about what causes the emergence of a Time Warped. Some believe it is random chance. Others say that if one is born close to a crossing to the temporally unstable Feywild may cause it. No one really knows, but one thing is certain. Time Warped sorcerers wield powers of few others.
[h=1]Temporal Archive[/h]When you choose this origin at 1st level, you have a tendency to recall events better than most. You gain proficiency in the History skill, if you don’t have it already, and you double your proficiency bonus for any Intelligence (History) checks you make.
[h=1]Time Slow[/h]At 1st level, you know how to roughly mold time in crises. When you are hit with an attack, you can use your action to move up to half your movement, and the attack misses you. This movement does not provoke opportunity attacks as you slow down time to keep yourself from harm.
[h=1]Temporal Repositioning[/h]By 6th level, you have learned how to change your placement in time. As an action, you may spend 3 sorcery points to reroll your initiative, and you end your turn, taking your next one at your new initiative.
[h=1]Temporal Stall[/h]Starting at 14th level, you have learned how to distort time in order stall your enemies. As a reaction, at the start of an enemies turn, you may force them to make a Wisdom saving throw. On a failure, the DM skips the rest of their turn, as temporal manipulation prevents them from acting.
[h=1]Time’s Child[/h]At 18th level, you have become a master of time. For every 10 years, you only physically age 1.
Also, you can turn back the clock for a short time. As an action, you may spend sorcery points to rewind a number of rounds. You may spend 6 sorcery points per round you wish to rewind. All characters, NPCs, and monsters return to the position they were at at the start of the round you rewind to, and regain all hit points, spell slots, and other limited resource abilities that were spent in that time frame. The initiative count for lair actions also rewinds, and any conditions that were bestowed or faded fade or return, respectively. You do not regain the sorcery points you spent on this ability.

Anyway, I thought this was a fitting Sorcerous Origin, even though I originally brainstormed it as mystic. Yeah, Time's Child is going to be annoying if you don't keep decent combat records but I thought the capstone should be some kind of time shifting, and it's next to impossible to create a future. Let me know if you have any other gripes.
Sorcerer: Time Warped
The magic of sorcerers is always mysterious, and comes from many sources. Some wield the power of mighty dragons and storms, some become avatars of light and darkness, and others still fight to control the chaos inside of them. All manipulate the foundations of the world in some way, whether it be chaos, the morals poles, the elements, or even time itself.Little is known about what causes the emergence of a Time Warped. Some believe it is random chance. Others say that if one is born close to a crossing to the temporally unstable Feywild may cause it. No one really knows, but one thing is certain. Time Warped sorcerers wield powers of few others.
[h=1]Temporal Archive[/h]When you choose this origin at 1st level, you have a tendency to recall events better than most. You gain proficiency in the History skill, if you don’t have it already, and you double your proficiency bonus for any Intelligence (History) checks you make.
[h=1]Time Slow[/h]At 1st level, you know how to roughly mold time in crises. When you are hit with an attack, you can use your action to move up to half your movement, and the attack misses you. This movement does not provoke opportunity attacks as you slow down time to keep yourself from harm.
[h=1]Temporal Repositioning[/h]By 6th level, you have learned how to change your placement in time. As an action, you may spend 3 sorcery points to reroll your initiative, and you end your turn, taking your next one at your new initiative.
[h=1]Temporal Stall[/h]Starting at 14th level, you have learned how to distort time in order stall your enemies. As a reaction, at the start of an enemies turn, you may force them to make a Wisdom saving throw. On a failure, the DM skips the rest of their turn, as temporal manipulation prevents them from acting.
[h=1]Time’s Child[/h]At 18th level, you have become a master of time. For every 10 years, you only physically age 1.
Also, you can turn back the clock for a short time. As an action, you may spend sorcery points to rewind a number of rounds. You may spend 6 sorcery points per round you wish to rewind. All characters, NPCs, and monsters return to the position they were at at the start of the round you rewind to, and regain all hit points, spell slots, and other limited resource abilities that were spent in that time frame. The initiative count for lair actions also rewinds, and any conditions that were bestowed or faded fade or return, respectively. You do not regain the sorcery points you spent on this ability.