Base Class: Rogue
This subclass is modeled after the character Ekko from League of Legends. The playstyle will include mobility, battlefield control, and combo-intensive strategies.
As a chronal assassin, Ekko can manipulate brief moments of time (specifically in reverse) to make riskier plays. Ekko also requires a decent amount of planning around his one engagement tool, which will be a feature in this piece. Bringing him to DnD and balanced is my goal.
Chronal Awareness
Starting at level 3, you've developed a sharp eye for those things out of place through your studies. You gain proficiency in Investigation and Perception skills.
Additionally, your heightened senses for rifts in time allow you to see chronal markers created by yourself or other timebenders. These markers can only be seen by creatures with this feature or truesight.
Chronobreak
Starting at level 3, an afterimage, or Chronal Marker, trails behind you by six seconds. The image can only be seen by the feature Chronal Awareness and truesight. The Chronal Marker has no hit points, armor class, is immune to all damage types, cannot be destroyed, and cannot be targeted by spells, as it is only an afterimage of where you just were 6 seconds previously. The Chronal Marker ceases to exist when a creature affected by this feature dies. Your Chronal Marker cannot be dismissed once this subclass is taken.
At the beginning of your turn, you must place a Chronal Marker at your position. As a reaction, you can reverse the flow of time relative to yourself and return to the Chronal Marker. Any damage that is done to you or another creature remains. Any feature or item or spell that uses spell slots, uses or is just consumable remains consumed or used. You return to the Chronal Marker with the same equipment and items that were on your person as when you placed the marker. Any items being held at the start of this reaction that was not on your character when you placed the Chronal Marker are dropped. Mental knowledge, on the other hand, does persist through this reversal in time. You are fully aware of the events previous to using this feature. This reaction does not trigger opportunity attacks. This reaction does not count as a teleport. Any additional rulings are left to the DM to interpret in their game given the ruleset provided above.
Z-Drive Resonance
Starting at level 3, you can exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
Additionally, you can force an additional reroll on the new reroll if the outcome is not preferred. Doing so incurs one level of exhaustion, as well as consuming a use of this feature.
You can use this ability a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
Phase Shift
Once per turn and as part of the attack action, you can phase through time to a target that you can see within 15ft to an unoccupied space next to them. If the attack hits you can force the target to make a Wisdom saving throw (DC = 8 + proficiency bonus + INT modifier). If the target fails, the target is affected by the Slow spell until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier. All uses are refreshed upon taking a long rest.
Parallel Convergence
Starting at level 13, you call forth a delayed time distortion to appear at a designated location. As an action and within a 60ft range, you target a 10ft radius sphere area that you can see and time begins to condense. Although nothing happens immediately, when you enter into the area for the first time on your next turn, you cause creatures of your choice that are inside of the area to fall into a chronal stasis. Targets must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + INT modifier). If a target fails, they are temporarily stunned until the end of your next turn. If a target succeeds, they are not affected by this feature.
Additionally, when you step into the area to trigger its effect, you receive a 2d6 temporary hit-point shield that lasts until the end of your next turn..
Improved Chronobreak
Starting at level 17, you've gained a mastery of time manipulation that allows you to pull through other timelines for the most suitable outcome. When using your Chronobreak feature, you can choose to amplify its effects. When you amplify its effects you can choose one or more of the following effects:
- You can take anything you're holding back in time with you as if it had always been a part of your timeline.
- You can return to the hit-points you were at when the Chronal Marker was placed.
You can use this feature a number of times equal to your Intelligence modifier, and regain all uses after a long rest.
Previous Versions
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10/25/2021 5:59:58 PM
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10/25/2021 6:02:25 PM
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5/24/2022 4:17:46 PM
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0.2.1
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10/18/2022 6:05:02 PM
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1/11/2023 3:55:22 PM
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Alpha Testing
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Coming Soon
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