Chronomancer

3rd
 5th
 6th
 6th
 12th
 18th

## **Time Dilation**

Starting when you choose this Origin at 1st level, You gain the ability to manipulate time in a localized and controlled manner, allowing you to create brief moments of Time Dilation. As an action, you can cast a simpler version of the Slow spell without using a spell slot or any components. The effects of this Time Dilation are limited but can still provide significant tactical advantages.

The simplified Slow effect from Time Dilation works as follows:

* Choose a single creature within 30 feet of you. That creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, its speed is halved, and it takes a -1 penalty to AC and Dexterity saving throws. Additionally, it can't use reactions on its next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
* The Time Dilation effect lasts for 1 minute, after which the temporal energies dissipate, and the creature's speed and abilities return to normal.
* You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses of Time Dilation when you finish a short or long rest.

You can spend 1 sorcery point to add another creature or Increase the range by adding 30 ft. At 5th Level, You can cast the *Slow* spell without spending any somatic or material components when casting the spell in this way. At, 10th level you can cast the *Slow* spell and add all creatures with a CR below your level.

## Rewind

At 3rd level, your innate connection with the timestream allows you to make short jumps back in time. At the beginning of your turn, you may choose to set a *magical bookmark* in time. For the next 12 seconds (2 rounds of combat), you may use your reaction to reset time to exactly when you set this bookmark. All health, charges, actions, and positions are set back to exactly where they were, except for the memories of yourself and any number of creatures of your choice within 30ft. You may also set a condition that will trigger the rewind.

If unused after 12 seconds (2 rounds of combat), the bookmark expires and can no longer be used. Until you take a long rest, you may incur **one** expired bookmark without any ill effects. For every additional expired bookmark, you take 1 level of exhaustion. Once you trigger a rewind, you must wait until you take a long rest before you can use this feature again.

***At Higher Levels:*** At 5th level you can use the feature twice per long rest. At 15th you can use this feature three times per long rest.

## Uncertainty Principle

Starting at 5th level, when you take the Ready action you can set two different triggers and associated actions instead of just one. Only one of them can trigger. If both would trigger at the same time, you choose only one to resolve.

## Ebb and Flow

Starting at 6th level, you can now tug and push at the threads of time that hold reality together. As an action, you may spend 3 sorcery points to cast *Haste* or *Slow* without needing to maintain concentration.

## Exotic Egress

At the 10th level, your pushing and pulling on the timestreams have left a wake of eddies and currents rippling through your past and future.

Whenever you roll a natural 1 on an ability check or a saving throw, a rift in time of medium size tears open in an unoccupied space near you. An object or creature of size medium or smaller from your past or potential future comes out of the rift and then the rift closes.

The object or creature is determined by the DM. They may choose to roll on the following table to determine the inclination of the object or creature.

 2 - 7
 8 - 13
 14 - 19
 20

## Stitch in Time

At the 12th level, by manipulating the timestreams you can now push several potential futures of yourself to occur at the exact same moment.

As an action, you can blink from existence for any number of rounds up to your Charisma modifier. During this time you are outside of time, can not take actions, and considered to be in another dimension.

When you return, as many copies of you appear where you were as rounds that you skipped. Each copy gets an action, movement, and bonus action, that you control. Multiple copies of you can assist each other in the same task, such as carrying something together. However, since your magic is rooted in time, all copies share all charges, consumables, and spell slots.

At the beginning of your next turn, you choose which version of you will stay and the rest blink from existence.

## Minor Paradox

Starting at the 18th level, you can persist more than just memories using the Rewind feature. Choose the outcome of one action a single creature did since you set the bookmark. The effects of that action persist when you rewind.

For example, on your turn you enter a room becoming noticed and place a scroll on the table. By rewinding and choosing that action to persist, it would be as if you never entered the room, but the scroll would suddenly appear on the table.