Sorcerous Origin : Time Sorcery

Your innate magic comes from the essence of time itself. Many with this power can trace their magic back to ancestors who mingled with mythical time manipulating creatures, ancient powerful wizards who studied the flow of time for their personal endeavors, or early contact with time ripples and dilatations. Your lineage might include the influence of time domain gods, life in a chaotic time sensitive dimension or a magical bond with a powerful time altering artifact. Whatever the case, time magic is now innate to your being.

Clockwork Mind At 1st level, your proximity with time itself grants you innate understanding of it's flow and clockwork devices. You gain proficiency with the Tinker's Tools. Additionally, you always know what time it is in places you're familiar with, as well as how time flows there. You can innately feel when and how the flow of time is distorted in your location

Time Manipulation At 1st level, you can slightly accelerate yourself to enhance your reactions. Readying an action no longer requires you to choose the action you will take and readying a spell no longer requires you to cast it and use your concentration to hold its energy. When using the Ready action, you can choose the reaction's trigger to be any perceptible circumstance or the end or start of a turn. Whenever you Ready an action and haven't yet moved on your turn, you can forgo your turn's movement to Ready a movement of up to half your speed. This movement gets triggered along with your readied action. When you reach 3rd level in this class, you can alter time flow around you to move at blinding speed. Whenever movement you've readied is triggered, you can expend it by teleporting to a point within your readied movement's maximum distance.

Chrono Warp Starting at 6th level, you have slight control over the timing of events around you. You now add your Charisma modifier (minimum of 0) to your initiative modifier. As an action, you can target two creatures other than yourself within 30 feet of you. You either add or subtract 2d4 from their initiative score, moving them up or down the initiative order accordingly. If this would move them higher than you in the initiative order, they take their turn right after you this round. Targets cannot take two turns in a single round as a result of this effect

Time Robbing Spells Beginning at 14th level, you can take other's time away from them. Whenever you hit a creature with a spell attack, you can spend 2 sorcery points to slow it as per the slow spell, until the end of your next turn. While a target is slowed in this way, you gain the benefits of the haste spell. You do not suffer lethargy when the haste effect ends.