Rogue
Base Class: Rogue

You have set your sights above stealing such mundane things as mere coin or information, and instead steal fragments of your own timeline in order to take heavier risks or perfect actions taken in the present. Thrill-seekers, perfectionists, and clever adventurers all benefit from skills bestowed by this archetype. Using minor amounts of time manipulation allow you to pull off feats most consider impossible, or at the very least improbable.

A Moment of Your Time

Starting at 3rd level, you gain access to four Motes of Time, small fragments of time stolen from your own future to alter the present. These moments are oft inconsequential and rarely missed or even noticed.  You regain all spent motes of time after finishing a short or long rest. In addition, when you hit another creature with a melee weapon attack, you can spend a mote to attempt to steal a fragment of their time. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target loses their reaction until their next turn and you gain an additional reaction(bonus action?)

Future Imperfect

Starting at 3rd level, at the beginning of combat you can spend a mote to instead not be surprised when you would be and gain a +5 bonus to your initiative roll

Accelerate

Starting at 9th level, as an action, you may spend one mote to accelerate your movements, doubling your speed as well as gaining a +2 bonus to your AC, advantage on Dexterity saving throws, and an additional action on each of your turns. That action can only be used to take the Attack *one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This acceleration wears off after six turns or thirty seconds.

During any dash actions taken during acceleration, attacks of opportunity are taken at disadvantage and any traps tripped during movement are not triggered until you have reached your destination.

Once the acceleration wears off, you cannot move or take actions until after your next turn, as a wave of lethargy sweeps over you. You may spend an additional mote and instead suffer a level of exhaustion, feeling the feedback of your chronology as it resets to its normal pace.

Time Splitter

By 13th level, you have gained enough experience with time manipulation to attempt a small time loop. As a bonus action, an alternate/future version of yourself appears in a space up to 20 feet away from you and can use the Help action to assist any friendly target until your next turn. You may choose to complete the loop by replacing your future self either at the end of your turn or at the end of the initiative order.

You take any damage suffered by either version of yourself for the duration of the loop. If an attack would cause your present self version to fall and remain unconscious before the loop can be completed, your future self disappears and you suffer a level of exhaustion as your timeline attempts to prevent the potential paradox from causing any more damage.

Future Perfect

Upon reaching 17th level, you have found a way to bend time to make the perfect sneak attack. When you attack and hit a creature, you can spend two motes to treat any sneak attack die roll of 3 or lower as a 4. Alternatively, you can spend two motes to empower your sneak attacks, changing the damage die from a d6 to a d8. You may not use both of these abilities at the same time.

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