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The Time Warped for Sorcerers; Unleash the Paradoxes
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<blockquote data-quote="Herosmith14" data-source="post: 7320244" data-attributes="member: 6886148"><p>All right, I've taken your advice and revised it. Let me know what you think.</p><p></p><p></p><p></p><p>Sorcerer: Time Warped</p><p>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.</p><p> 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.</p><p>Temporal Archive</p><p>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.</p><p>Time Slow</p><p>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.</p><p> You can use this feature a number of times equal to your Charisma modifier. You gain all expended uses at the end of a long rest.</p><p>Temporal Repositioning</p><p>By 6th level, you have learned how to change your placement in time. As a bonus action, you may spend 3 sorcery points to reroll your initiative, and you end your turn, taking your next one at your new initiative.</p><p>Temporal Stall</p><p>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.</p><p> You may use this feature twice. You regain all expended uses at the end of a short or long rest.</p><p>Time’s Child</p><p>At 18th level, you have become a master of time. For every 10 years, you only physically age 1.</p><p> Also, you can stop the clock for a time as an action. Choose a number of creatures within 60ft equal to your Charisma modifier. All creatures except you and the selected freeze in time. All timed effects do not advance while this effect is active. The selected creatures can take their turns normally, and everyone else other than you do not get turns while this effect is active. You must use your entire turn to concentrate on this effect (as if concentrating on a spell). If you stop concentrating, this effect ends. You can maintain this effect for a number of rounds equal to your Charisma modifier.</p><p> Once you use this feature, you cannot use it again until you have finished a long rest.</p></blockquote><p></p>
[QUOTE="Herosmith14, post: 7320244, member: 6886148"] All right, I've taken your advice and revised it. Let me know what you think. 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. Temporal Archive 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. Time Slow 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. You can use this feature a number of times equal to your Charisma modifier. You gain all expended uses at the end of a long rest. Temporal Repositioning By 6th level, you have learned how to change your placement in time. As a bonus action, you may spend 3 sorcery points to reroll your initiative, and you end your turn, taking your next one at your new initiative. Temporal Stall 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. You may use this feature twice. You regain all expended uses at the end of a short or long rest. Time’s Child At 18th level, you have become a master of time. For every 10 years, you only physically age 1. Also, you can stop the clock for a time as an action. Choose a number of creatures within 60ft equal to your Charisma modifier. All creatures except you and the selected freeze in time. All timed effects do not advance while this effect is active. The selected creatures can take their turns normally, and everyone else other than you do not get turns while this effect is active. You must use your entire turn to concentrate on this effect (as if concentrating on a spell). If you stop concentrating, this effect ends. You can maintain this effect for a number of rounds equal to your Charisma modifier. Once you use this feature, you cannot use it again until you have finished a long rest. [/QUOTE]
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