Base Class: Rogue
Time thieves are rogues who, through some arcane manner, have gained the ability to alter the flow of time.
Slow Time
Starting at 3rd level you can alter the flow of time, provided that you aren’t wearing heavy armor or using a shield. While it is slowed, creatures around you appear to move sluggishly, while to them you appear to move with extraordinary speed. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to slow time around you, which lasts for 1 minute. It ends early if you are incapacitated, if you don heavy armor or a shield. You can also dismiss the the ability at any time (no action required).
While the ability is active, you gain the following benefits:
- You have advantage on attack rolls
- Your walking speed is doubled
- You have advantage on Dexterity (Acrobatics) checks
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.
Fast Forward
When you choose this archetype at 3rd level, you learn how to quicken the flow of time with just your touch. When you touch an object, you can choose to speed up time for only that object. For every 6 seconds you are touching it, the object ages 1 hour. Doing this for long enough may cause an object to rot if is organic, or rust if it is made of metal. For example, you could touch a patch of soil where a flower seed has been planted and cause the flower to sprout, bloom and wither, or touch a padlock to make it rusty and brittle. You cannot use this feature on living creatures.
Rewind
Starting at 9th level, you gain a new way to use your cunning action. You can use the bonus action granted by your Cunning Action to move back in time to the position in which you started your turn.
Additionally, you can use your reaction when you are hit with an attack to reverse time, returning to the moment before you were hit. When this happens, the attacker makes the attack again with disadvantage.
You can use this feature a number equal to your proficiency bonus, and regain expended uses when you finish a long rest.
Time Rift
At 13th level, you can use a bonus action to create a rift in time, causing you to instantly shift back to yourself a turn ago. You teleport to that position and if such is now occupied, you instead teleport to the nearest unoccupied space. When you teleport, your hit points and conditions return to that of yourself in the previous turn.
Once you use this feature to create a rift, you gain a level of exhaustion and can't use it again until you finish a long rest.
Stop Time
At 17th level, you have mastered controlling the flow of time, and have learned how to stop it completely. You can stop time using an action. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
During this spell, creatures are considered to be paralyzed, and this spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you.
Once you use this feature, you can't use it again until you finish a long rest.
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