Your innate magic comes from the power of the ebb and flow of time itself. You may have gained this power from being exposed to the powerful winds of the time vortex, or the energy from cracks in time and space. Perhaps a being with time travelling capabilities influenced or was an ancestor of yours. Whatever the case, you have the ability to bend the nature of time relative to your will.
Subclass Features
As a Time Streamer Sorcerer, you gain the following features.
1 Sorcerous Origin: Spells
You may choose one origin spell from each level and add it as an extra spell to your known spell list.
| Hurricane Spells | ||
|---|---|---|
| Level | Spell | |
| 1st | Gift of AlacrityEGW | Expeditious Retreat |
| 3rd | Augury | Gentle Repose |
| 5th | Haste | Slow |
| 7th | Leomund's Secret Chest | Dimension Door |
| 9th | Skill Empowerment | Temporal ShuntEGW |
1Disrupt
Your innate sense of the flow of battle gives you the ability to twist the stings of time in your favor. When a creature makes an attack roll against you, if you have not yet acted in the turn order, you can choose to take your turn before they make their attack roll. Once you end your turn, the creature's turn continues as normal, and your turn in the initiative order is skipped.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
In addition, you can add your Charisma modifier to your initiative rolls.
1 Metamagic
Add Delayed Spell, Future-Cast Spell, Blinked Spell, and Looped Spell metamagics to your list of sorcerous metamagic options.
Delayed Spell.
When you cast a spell, you can spend a sorcery point to delay the spell to activate on your turn any time within the next minute. The spell casts from the location you cast it from in the direction you cast it, but a targeted spell will still target a creature that has moved to another spot within range so long as it remains on the same plane of existence and does not have full cover.
Future-Cast Spell.
When a creature ends its turn, you can spend a sorcery point to cast a spell that takes an action or bonus action as a reaction. On your next turn, this meta-magic consumes your action to spell-cast as if you had cast the spell on that turn.
Blinked Spell.
When you cast a spell, you can spend a sorcery point to teleport to a point you can see within 30 feet of you to cast the spell from that location before immediately teleporting back to your previous location. This movement provokes opportunity attacks as if you moved directly from the casting location to the target location, but nowhere in between.
Looped Spell.
If you cast a spell that deals damage and the target of the spell succeeds on its saving throw or does not get hit by the spell attack, you can spend a number of sorcery points equal to the spell's level to cast the spell again at the same target on your next turn without taking any actions. If the spell uses a saving throw, the target takes half damage from the looped spell on a failed save, and no damage from a successful save. You cannot loop a looped spell.
Single-target Only: A spell can loop only if it is incapable of targeting more than one creature at the spell's casting level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and Chromatic Orb are.
3Deccellerate
As an action, you can slow time around a creature to decelerate their movement. A Large or smaller creature of your choice that you can see within 60 feet of you must make a Constitution saving throw against your spell save DC. On a failure, the creature is slowed, reducing their speed by half, and preventing them from taking reactions until the end of your next turn or until the creature takes any damage.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
6Temporal Bubble
You gain the ability to slow time to a halt within a bubble centered around an area of your choice. As a reaction when another creature ends its turn, you can choose a point within 90 feet of you to seal within a Temporal Bubble. From a 10-foot radius around that point, time is frozen for one minute or until the bubble dissipates. Creatures within the radius must make an Intelligence saving throw against your Spell Save DC or become petrified for the duration. Objects immediately fail this saving throw and airborne objects and creatures that fail their saving throw freeze midair. A creature, spell, or object that enters the bubble is forced to make the saving throw. Nothing that is frozen within the bubble has any color and appears in shades of grey. While the effect remains active, the surface of the bubble retains a greyish tint.
The bubble dissipates after 5 minutes or when you lose concentration on the effect. Once the effect ends, airborne objects fall to the ground, ignoring their previous momentum, and each creature and object loses the petrified condition at the start of their next turn. You regain the use of this ability after a long rest.
10Metamorphosis: Chrono-Step
You gain two metamorphosis forms: Chrono-Step (as described below), and Slashing.
Chrono-Step
After-images and before-images of you vibrate inches over the surface of your skin.
Blurry Face: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Recall: You passively leave an afterimage in your location when you end your turn. When you end your turn and mark the afterimage, keep track of how many hit points you had. At any time within your metamorphosis, you may teleport back and return to one of the locations occupied by your after-image without using any movement speed or provoking opportunity attacks. When you use this ability, you do not create an after image on this turn. If have less health than the afterimage you return to, you gain temporary hit points equal to a quarter of the difference in hit points between you and the afterimage.
Senescence: You can spend your action to touch a creature within 5 ft of you. That creature must make a Constitution saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is rapidly ages 1d6 years.