Chronomancy (5e Subclass)
From D&D Wiki
You focus manipulating time to your advantage. Being able to travel back or forward through time is everyone’s wish; you live a small reality of that. Your ability to understand time helps avoid many dangers and at times, make people wonder. Some chronomancers seek the knowledge to go back in time and fix errors, or try and save a life. Others are driven to go into the future and learn of an enemy's mistake, or find a clue to their own puzzles of the future. Most of the time, chronomancers use what they have for their goals, content with not pushing the limits.
- Chronomancy Savant
Beginning when you select this school at 2nd level, you have advantage on initiative checks and can't be surprised as long as you're conscious.
Starting at 6th level, whenever you cast a level 1 or higher spell, you gain the effects of haste till the end of your next turn.
- Time Stop
Starting at 10th level, your powers have advanced to the point where you can almost slow a creature to a stop. As an action, you can attempt to stop time for a creature within 30 feet of you. On a failed Wisdom saving throw versus your wizard spell save DC, the creature can not take damage, attack, or move until the start of your next turn. You regain use of this feature after you finish a short or long rest.
Starting at 14th level, you are immune to other creature's effects of slow and time stop. In addition, you may take an action to cast time stop. Once you use cast time stop using this feature, you must finish a long rest before being able to use it again.