slightlyprime
First Post
timeborn sorceror subclass
you were born at a weak point in time, thus giving you the abilities to meddle with time. You can open portals where fireballs from another time and place fly down burning your enemies, you pluck out earthquakes from the past and destroy the castles walls, instead of mending an object you rewind time for that object to a point when it was not broken. you don't cast spells though rather shape the word by manipulating time.
1st lvl there is little difference between the past and present for you, you gain proficiency in the history skill, any check involving this skill you double your proficiency bonus for it.
1st lvl everyone seems so much slower, add 1d4 to your initiative.
6th lvl you can warp time at a whim, spend 2 sorcery points to warp time as a reaction and give disadvantage or advantage to another creature that you can see that makes an attack roll, saving throw or ability check.
14th lvl distance means nothing as a manipulator of time, you can cast misty step at will without expending a sell slot or having the spell prepared.
18th lvl you can spend 16 sorcery points to cast timestop without expending a spell slot. you also add foresight to your list of known spells.
i felt this was fairly balanced 1st lvl seems fine when compared to draconic, 6th lvl is literally just the wild sorcerer ability, 14th I'm stuck on due to balance issues, 18th is thematically perfect in my opinion and doesn't bbreak the game, as 9th lvl slot using spell points variant in dmg costs 13 points so i feel 16 is fine as you get to cast it more than once, also timestop shouldn't break the game, also adding foresight is fine, if necessary i could add the words that you can only cast it on yourself to stop twinning even thouh i feel twinning is a poor strategy compared with extending duration to 16 hrs.
so thanks in advance for any help, sorry for poor editing and the long post.
you were born at a weak point in time, thus giving you the abilities to meddle with time. You can open portals where fireballs from another time and place fly down burning your enemies, you pluck out earthquakes from the past and destroy the castles walls, instead of mending an object you rewind time for that object to a point when it was not broken. you don't cast spells though rather shape the word by manipulating time.
1st lvl there is little difference between the past and present for you, you gain proficiency in the history skill, any check involving this skill you double your proficiency bonus for it.
1st lvl everyone seems so much slower, add 1d4 to your initiative.
6th lvl you can warp time at a whim, spend 2 sorcery points to warp time as a reaction and give disadvantage or advantage to another creature that you can see that makes an attack roll, saving throw or ability check.
14th lvl distance means nothing as a manipulator of time, you can cast misty step at will without expending a sell slot or having the spell prepared.
18th lvl you can spend 16 sorcery points to cast timestop without expending a spell slot. you also add foresight to your list of known spells.
i felt this was fairly balanced 1st lvl seems fine when compared to draconic, 6th lvl is literally just the wild sorcerer ability, 14th I'm stuck on due to balance issues, 18th is thematically perfect in my opinion and doesn't bbreak the game, as 9th lvl slot using spell points variant in dmg costs 13 points so i feel 16 is fine as you get to cast it more than once, also timestop shouldn't break the game, also adding foresight is fine, if necessary i could add the words that you can only cast it on yourself to stop twinning even thouh i feel twinning is a poor strategy compared with extending duration to 16 hrs.
so thanks in advance for any help, sorry for poor editing and the long post.
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