Akashic Soul

Chronomancy Bloodline Your magic comes from the very concept that most mortals and even gods have a hard time comprehending. The flow of time or the time stream, an infinite stream of branching events of the past, present, and the distant future. And yet this stream is still a measurement of finite moments and encounters to the everyday individual. Your connection to the time stream can be traced back to a distant dimension known as the Akashic Realm, where events of hundreds of worlds and their branching futures is forever documented. Your powers may have derived from a disturbance in time correcting itself where you were, or a distant relative from a bygone ancient civilization where chronomancy was more of a way of life and study only to be lost through the ages. No matter how your powers where awakened, you perceive time differently than a normal person, manipulate the speed of time for yourself and others, lock a moment out of normal time, you are aware of alternative futures, you can change the outcome of a present action in your favour. You become a walking anomaly who changes time at will, a Chronomancer.

Origin Spells Sorcerer Level Spells 1st Reverse Causality* 3rd Misty Step 5th Haste 7th Quick Nap* 9th Wall of Force 11th Globe of Invulnerability This spell list is meant to be used in a campaign that uses the Tweaked Sorcerer made by SwordMeow. If you are using the regular Sorcerer, ignore this spell list.

Always In The Know Starting at 1st level, your mind and body become sensitive to the flow of time. 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. Additionally, you gain proficiency in the History skill. Whenever you make an Intelligence (History) skill check, regardless of the roll, you can accurately recall information about the magical carbon dating of an object or creature that you can see and touch.

Temporal Fluctuations (Revision?) Beginning at 1st level, creatures within the vicinity experience a fluctuation in time that you forcibly emit, altering everyones reaction times and movement. At the start of initiative, you may decide to target creatures, including yourself, that you see within 60 feet of you, up to your Charisma modifier (minimum 1) and roll 2d4. You decide which of the selected creatures adds or subtracts their initiative score by the result of your roll. You may use this feature after you know the results of every creatures initiative. Once you use this feature, you cannot use it again until you finish a short or long rest.

Time Alter (Revision?) At 6th level, your control over the movement of individuals and creatures allows you to bend and alter the fabric of time in favor or against an individual. If you or a friendly creature that you see within 30 feet of you fails a Strength, Constitution, or Dexterity saving throw, you can use your reaction to slow down time right before impending doom to let the friendly creature re-roll the saving throw with advantage.