Time Mage

Critical Quicken
Beginning at 8th level, your understanding of time allows you to use your precious moments where they're needed most. Once per short rest, you can use a Reaction after taking damage to move your speed (provoking no opportunity attacks) and then cast a spell with a casting time of 1 Action. You are then Stunned until the end of your next turn.

Arcane Extension
Beginning at 13th level, you can fudge the temporal laws that dictate the beginning and end of all magic. It's not really cheating if you don't get caught! When a creature within 100' succeeds on a saving throw to end an effect applied by one of your spells, you can use your reaction to turn that success into a failure. Doing so costs SP equal to what would be required to cast the spell that inflicted the condition. This does not work on saving throws to resist the initial application of a spell, and cannot extend the effects of spells over 5th level.

Paradox Jaunt
Beginning at 18th level, once per long rest you can generate the holy grail of temporal chicanery - a functional time loop. As an Action, you can call on the marginally more experienced but infinitely more insufferable version of yourself currently residing one minute in the future, summoning them to a location you can see within 60'. This self-important prick has exactly the abilities you do, so you're not entirely sure where they get off with the whole 'older and wiser' act, especially since they can't even move or take any actions on the round they're summoned. You and your substantially less cool temporal doppleganger share a single pool of SP, and act on the same initiative count. Due to subtle paradox bullshit too complicated to get into here, neither of you can cast spells higher than 5th level while this duplication is occurring. After one minute, you are unceremoniously yanked one minute into the past by the inconsiderate prick that is your past self to deal with their problem for them.