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You have a power over time itself, molding it like a glassblower shapes glass or diverting it like a stone diverts a river.

Enhanced Time Sense

You add your Charisma modifier to initiative checks, in addition to your Dexterity modifier.

Time Dash

By magically affecting time, you can Dash as a bonus action.

Time Control

Beginning at 6th level, you learn haste and slow as sorcerer spells. If you already know either spell, you may learn a different spell instead, of a spell level you can cast. These do not count against your spells known. You can spend 3 sorcery points to cast haste or slow, without using a spell slot or requiring a material component.

Divert Time

Beginning at 14th level, when you or a creature you can see makes an ability check, attack, or saving throw, you can make the target reroll, replacing the previous result with the new one (regardless of whether it is better or worse). You must finish a long rest before using this feature again.

Master of Time

Beginning at 18th level, you learn foresight and time stop as sorcerer spells. They do not count against your sorcerer spells known.

Section 15: Copyright Notice

Sorcerous Origins Copyright 2020 by RJ Grady. Published by Tripod Machine.