Base Class: Rogue
Tinkering with time is dangerous and the Timeshattered Rogue has used this to increase his lethality and precision. Using their knowledge of the flow of time and divergent timelines the Timeshattered can call for do-overs and select the perfect time for that deadly strike.
Time Manipulation
You have learned how to manipulate the flow of time on a small scale. These manipulations are represented by your Chronobreak dice, which are each a d6. You have a number of these dice equal to your constitution modifier, and they fuel various time shattering powers you have, which are detailed below.
Some of your powers expend the Chronobreak die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Chronobreak dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Chronobreak die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Chronobreak dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Chronobreak dice.
Do-Over. When your training fails you just call for a do-over: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Chronobreak die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Resonance: Using your manipulation of time you can explore the branching possibilities of reality to craft the perfect moment: as a bonus action expend a Chronobreak die to ignore the need for advantage for a Sneak Attack or to remove disadvantage from an attack. Add the Chronobreak die roll to your attack roll.
Timewinder
The impact of your attacks are bolstered by your knowledge of time manipulation. Attacks deal an additional 1d4 force damage. You may also choose to expend a chronobreak die to bend time around you and your target. If you do you can choose to either half your opponents speed rounded down or increase your own speed by half rounded down until the end of your next turn. A target cannot be affected by this ability more than once per turn.
The damage increases to 1d6 at 11th level and 1d8 at 17th level.
Phase Dive
You learn to harness the flow of time allowing you to jump short distances through the timestream. As a bonus action you can teleport to an empty space up to 15ft away. You may use this feature a number of times equal to your constitution modifier. These uses reset after a long rest.
You may also choose to expend a Chronobreak dice, if you do you can make a melee attack against an enemy adding the dice to your damage roll.
Parallel Convergence
You have learned to split time. Tapping into an echo of the future you may choose an area within range (15ft) and create a 10ft radius sphere of distorted time. Enemies within the sphere must make a (CON) saving throw (DC=8+CON+PROF). On a failed save all enemies inside the distortion are stunned until the end of your next turn. You may use this feature a number of times per day = to half your PROF bonus rounded down.
You may also choose to expend a Chronobreak dice, if you do you gain Temp HP equal to your dice roll. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Chronobreak die to use this feature again.
Chronobreak
You have learned to shatter your own timeline. Whenever you take damage you can use your reaction to instead teleport to an unoccupied space up to 30ft away and heal an amount of damage equal to the damage you would have taken. All Enemies caught in the shockwave within a 10ft radius sphere must make a (CON) Saving throw. On a failed save enemies suffer 10d12 necrotic damage or half as much damage on a successful save. If the save fails the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state the target has disadvantage on attack rolls, ability checks, and saving throws and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age. You may also choose to expend a number of Chronobreak dice equal to your (CON) modifier, if you do you may add those dice as additional Necrotic damage. You may use this ability once per long rest.
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