Base Class: Rogue
A Time Thief is gifted- or perhaps, cursed- with the ability to control the flow of time, excelling in their ability to manipulate battle in their favor. But doing so is no easy task, using their powers at great risk to themselves, and the delicate balance of time. Their mysterious powers have been known to cause paradoxes, and perhaps far worse- attract the attention of creatures from the Far Realms or Mechanus. But, should they be cunning and bold enough to wield their time shards, great power is almost guaranteed.
Outside of Time
When you choose this archetype at 3rd level you gain the ability to cause Temporal Surges, which are powered by expanding tiny shards of crystallized paradox time. These brittle pieces of time are called Time Shards, they can be used to create a temporal shift and can sway the flow time in your favor. This power does come at a price- the flow of time does not like to be tampered with, and any time a Time Shard is used it could potentially trigger a paradox
Time Shards. At 3rd level you can hold a maximum five Time Shards, and they are expended when you use them. On occasion, when using Time Shards you run the risk of causing a Paradox and must roll on the Paradox Table, as time attempts to adjust to your changes.
The number of shards you can carry increases by two at 7th level , and two again at 13th level. At the end of a long rest you regenerate 1d4+1 Time Shards, at 7th level you regenerate 1d4+3, and at level 13 you generate 1d4+5.
While you may not regenerate all of your time shards on a long rest, You can generate moreof them in a number of ways.
- If you roll a natural 20 during an attack roll or Saving throw, you generate an additional Time Shard, up to your maximum number of Time Shards.
- At 7th level you generate an additional Time Shard on an attack roll or saving throw roll of 19 or 20 up to your maximum number of Time Shards.
- At 13th level you generate an additional Time Shard on a roll of 18-20 up to your maximum number of Time Shards.
- If you begin combat as the first in the initiative order, you generate three Time Shards or up to your maximum.
At 5th level, in a pinch, a Time Thief is able to shave time off of their life force to generate a shard. But it is a risk, each shard generated takes from the wielders hit point maximum, which is reduced by an amount equal to the damage taken, inching them closer to death with each shard created. The price of a single shard is 2d8 force damage, and the reduction lasts until a long rest is taken.
Temporal Surge. you learn two Temporal Surges of your choice, which are detailed under “Temporal Surges” below. You can choose one more at 5th level and one again at 9th level. On occasion a surge may cause a Paradox, and you will need to roll on the Paradox Table. Each time you gain a level in this class you can replace one Temporal Surge you know for a different one.
Paradox. On occasion when you use Time Shards to manipulate events, you may cause a paradox. Roll a D100 on the paradox table to determine your paradox (at any time your DM can choose instead to prevent the roll, or cause one). Sometimes, multiple surges can be used in a single round, if that is the case you still only roll once on the paradox table, taking the latest one for the round as your paradox roll. When the Time Thief is rolling against effects of their own Paradox it is a DC13 Intelligence Saving Throw. Some of these paradoxes can affect other creatures, the saving throw for them is detailed below.
Saving Throws. Some of your Temporal Surges and Paradoxes require a creature to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Surge or Paradox save DC = 8 + your proficiency bonus + your Intelligence modifier
Temporal Surge
The Temporal Surges are presented in alphabetical order.
Borrow Time
Prerequisite: 3rd level
As a bonus action, you can expend 2 Time Shards to temporarily turn back time on yourself. You gain 1d4+int temporary hit points, for every Time Shard expended after the 2nd you can gain an additional 1d4 temporary hit points. These hit points remain for 1 minute, at the end of the minute, or if you lose all the hit points, roll on the paradox table.
Calming Flow
Prerequisite: 9th level
You can expend 6 Time Shards and target three creatures of your choosing to gain the benefits of a short rest in the space of 10 minutes. You can target one additional creature by expending one extra time shard per creature targeted .After this ability is used, roll on the on the Paradox Table.
Coronal Abatement
Prerequisite: 9th level
You can expend 5 Time Shards to cast Slow as a 3rd level spell as an action, when the spell ends roll on the Paradox Table.
Coronal Acceleration
Prerequisite: 9th level
As an action, you can expend 5 Time Shards to cast Haste as a 3rd level spell.
Future Sight
Prerequisite: 5th level
As an action, you can expend 4 Time Shards to cast Augury instantaneously without material components. After the spell is cast roll on the paradox table
Probability Shuffle
Prerequisite: 3rd level
At the beginning of combat you can expend 2 Time Shards to reroll your initiative, you must take the second roll.
Record Skip
Prerequisite: 9th level
You can expend 6 Time Shards to cast the spell Blink. At the end of the spell's duration- or when it's dismissed or dispelled, roll on the Paradox Table.
Temporal Guidance
Prerequisite: 3rd level
As a reaction, You can expend a single Time Shard to add an additional 1d4 to any skill check, or Saving throw. At 7th level the die increases to a d6, and a d8 at 13th level. Additionally, at 7th level you can pass one of these bonuses to a single ally within 10 ft. of you.
Temporal Hinderance
Prerequisite: 5th level
As a reaction, you can expend 3 Time Shards to try and meddle in the past and force a creature to fail their attack roll or saving throw. The target must make an Intelligence Saving throw, on a failure the creature must subtract your Int (up to -5) from the attack roll or saving throw. If the target succeeds on the saving throw, roll on the paradox table as the temporal energy crashes into you instead.
Time Pause
Prerequisite: 5th level
As an action, You can expend 4 Time Shards to cast Hold Person as a 2nd level spell. When the spell ends, roll on the Paradox Table.
Well Timed Strike
Prerequisite: 3rd level
As part of your attack action, you can expend a single time shard to give yourself advantage on a single attack roll. At the end of your turn, roll on the paradox table.
Paradox
|
d100 |
Paradox |
|
01 |
Your time speeds up as everything halts around you. make a paradox save, on a failure you take 3d10+15 Necrotic damage, you age a number of years equal to the damage taken, then fall prone. If the age you reach would kill you outright, you age instead to within 5 years of your race's maximum age. If the damage would kill you outright, you instead fall proneand begin making death saving throws. On a success you take half damage and do not age or fall prone. |
|
02-05 |
You are rapidly yanked through time and tossed back into reality a second later. Make a Paradox Save or be stunned until the end of your next turn. |
|
06-09 |
You shift something in your past, you suddenly gain a new scar, or tattoo that you didn’t have before. It’s unpleasant looking but causes you no discomfort or pain. |
|
10-13 |
Make a Paradox Save, You age 1d10 years. |
|
14-17 |
You are buffeted by temporal energy, that wears on your bones. Make a Paradox save. If you fail, you only deal half damage with weapons that use Dex. You may repeat this save at the end of each of your turns. |
|
18-21 |
1d10 dead variants from doomed timelines of yourself appear within 15 feet of you. They stay for 1 minute then they, and all their gear- including magic items- disintegrate as they are returned to their correct times. |
|
22-25 |
Time suddenly shifts forward and throws you out of sync. Make a Paradox save, on a failure you take two levels of exhaustion. |
|
26-29 |
A copy of yourself appears for 1 minute, (You can use either the Spy or Assassin stat block instead of the player sheet if you prefer) it is hostile to you and your allies, all of it's equipment disintegrates with it when they die or return to their own time. |
|
30-33 |
Everyone within 20ft of you must make a Paradox Save, anyone who fails is put under the effects of the spell Scatter. |
|
34-37 |
Time weighs down on you, The next attack roll you make is at disadvantage. |
|
38-41 |
1d4 Collectors (use the Animated Armor Stat block) appear and target you and your allies. |
|
42-45 |
You are warped through space and time with no control, the DM may move you up to 30 feet in any direction. Afterwards, you then fall prone. |
|
46-49 |
A version of yourself from the future appears and attempts to warn you of some danger. Before they can say anything they vanish with an audible pop. |
|
50-69 |
Time seems to even out, Nothing happens. |
|
60-63 |
Target 1 creature, they make a paradox save, if they fail they are under the effects of the spell Banishment as they are thrown out of time. The spell save DC is equal to your spell save modifier. |
|
64-67 |
You traveled to the past and made a small investment to gain 1d100 gold. |
|
68-71 |
Your next attack is at advantage. |
|
72-75 |
You misplaced a mundane item in time some time ago and it appears just in front of you. |
|
76-79 |
You warped through space, cast misty step. |
|
80-83 |
You cast Haste on yourself or an ally. |
|
84-87 |
Things are working exactly as seen. |
|
88-91 |
You regain all expended Time Shards. |
|
92-95 |
You gain the effect of a long rest. |
|
96-99 |
Time feels a little weird, nothing else happens. |
|
00 |
You gain the effect of the Foresight spell. |
Temporal Attack
Beginning at 9th level, You gain the fine control of your powers to be able to shift time around you to attack again. You can attack twice, instead of once as part of your attack action. Additionally, when making a melee weapon attack, as a bonus action, you can expend 2 Time Shards to teleport to a creature within 30 feet and use your next attack on them. This ability can only be used once each round and does not trigger an opportunity attack.
Greater Temporal Surge
At 13th level, You gain finer control over the intricacies of time, you can select one Greater Temporal Surge. Each Time you gain a level in this class you can replace your Greater Temporal Surge with a different one.
Paradox Control
As a reaction, you can expend 5 Time Shards to reroll your results on the paradox table and choose which one you would prefer.
Recursion Strike
As a bonus action you can expend 7 Time Shards to use your sneak attack again on your multiattack. When attacking with a second sneak attack you must target the same creature. At the end of your turn, roll on the paradox table. This ability can only be used once per turn.
Stolen Time
As part of your attack action, you can expend 7 Time Shards and change your Sneak Attack damage to Necrotic. On a hit, The target must make a constitution saving throw equal to your Paradox Save DC. On a failed save you gain a number of temporary hit points equal to half the total Sneak Attack damage and the ability does not consume any Time Shards or require a Paradox Roll. If the creature succeeds on the save the Time Shards are consumed and you must roll on the Paradox table.
Time Mastery
At 17th level, you become a master of twisting time. As an action you can expend 8 of Time Shards to cast Time Stop. During this time you are able to make attacks and effect objects being worn or carried. afterwards, roll on the Paradox Table. You regain the use of this ability after 1 week.
Additionally, as a result of your mastery of temporal energy, your body and soul are now detached from time; you stop aging and cannot be aged magically by any effects other than your own Paradoxes. Additionally, as an action, you are able to change your body's age to any you desire.
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