Chronos Soul (5e Subclass)

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Chronos Soul[edit]

Sorcerer Subclass

In the vastness of existence, few forces rival the unstoppable march of time. Yet, you find yourself touched by a mysterious fate, perhaps chosen by the enigmatic Father Time, who has infused your very being with the essence of temporal magic. Alternatively, it may be that your ancestors carried this mystical lineage, and now its power flows through your veins. You have unlocked the ability to bend and shape time itself, a truly formidable gift. However, wielding such power comes with a grave warning, for overuse can leave a heavy toll on your very essence, bringing you severely close to the brink of no return.

Few are granted the power of Chronos magic, for its wielders are carefully selected to maintain the delicate balance of time's flow and uphold the laws that govern it. These rare individuals, known as Chronos Soul Sorcerers, are a rare commodity, desired by those who seek to bend time to their will, be it for noble endeavors or darker schemes. One thing is certain: these sorcerers always manage to elude the clutches of fate, slipping through its fingers like sand through an hourglass.

Chronos Soul Sorcerers are known to manifest temporal blades, temporal clones and other kinds of ethereal weapons and armies through which they channel their magic. These sorcerers are adept at engaging in the heart of battle, using their blinding temporal magic to bolster their defenses. They can accelerate their perception of time, making it easier to dodge incoming attacks with graceful precision. Additionally, they wield their time magic to decay their enemies, eroding away their foes' vitality with each strike.

Sorcerer Level Spells
1st gift of alacrity, magnify gravity
3rd cloud of daggers, hold person
5th conjure barrage, haste
7th divination, freedom of movement
9th steel wind strike, temporal shunt
Accelerated Defense

At 1st level, you weave time around you slowing down the perception of others and making it harder to hit you. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Charisma modifier.

Two Weapon Fighting

At 1st level, when you wield a dagger in each hand, you gain the benefits of the Two-Weapon Fighting style.

Temporal Blade Stance

At 1st level, you can channel the temporal magic through your body to summon magical weapons known as your Temporal blades/Chronoblades with a magic called Temporal Stance and enhancing your body's physical capabilities, provided that you are not wearing armor.

You can use a bonus action to start the Temporal Stance, which lasts for 1 minute. It ends early if you are incapacitated, if you armor or a shield. You can also dismiss the Temporal Stance at any time (no action required).

While your Temporal Stance is active, you gain the following benefits:

  • Magical blades known as your Temporal blades/Chronoblades manifest that are attached to chains and revolves around you are manifested. They have the same properties as daggers and deal 1d4 force damage + your Dexterity modifier and uses your Dexterity for attack rolls. You can summon an amount of blades up to your proficiency bonus maximum upon use of your Temporal Stance. Whenever you make a weapon attack, you may attack with one of your temporal blades instead at a creature within 5 feet of you.
  • While your temporal blades are within revolving around you, you gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
  • You gain a bonus to any Dexterity saving throw you make to avoid effects you can see, such as traps or spells. The bonus equals your Charisma modifier (minimum of +1).
  • Whenever a creature of your choice first enters their turn within 10 feet of you and ends their turn within 10 feet of you, they take half your proficiency bonus (rounded down) in d4s force damage. You may only affect creatures with this ability a number of times up to your Charisma modifier per round.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Temporal Barrage

Starting at 6th level, once per turn when you make a weapon attack with a dagger, you deal additional damage in d4s equal to the number of temporal blades summoned, as your blades follow through with the strike.

Temporal Blade Storm

Starting at 14th level, you can conjure and throw a large number of blades in a fraction of a second due to your temporal manipulation. As an action, you can summon 16 temporal blades and make 8 ranged (thrown) weapon attacks with 2 of them each at any number of creatures within range. Each throw deals 2d4 + your Dexterity or Charisma modifier force damage and has a thrown range of (20/60) feet. Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

Time Breaker

Starting at 18th level, you learn the time stop spell.

If you or a creature within 60 feet of you that you can see takes damage that reduces you to 0 hit points, you can use your reaction to delay damage, and you or they can immediately take an extra turn. During this turn, creatures other than that targeted creature of this feature are unable to take reactions.

Once you use this feature, you can’t use it again until you finish a long rest.

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