Rogue
Base Class: Rogue

Rogues are chaotic, they don't follow the rules, they don't like being contained, it was only a matter of time before one could escape the timeline. These rouges have found a way to slip the cracks in time and use their powers to “jump” through time, escape pain, and punish others who can't escape fate. Time Divergent rogues are forces of chaos, using their powers to change effects and actions.

Chronological Chaos

When you choose the Time Divergent subclass at 3rd level, you gain advantage on initiative rolls, and you can reduce a creature's initiative roll by a number equal to your dexterity modifier. You have advantage on attack rolls against a creature who hasn't taken a turn yet.

Future Jump

 When a hostile creature comes within 10 feet of you, you can use your reaction to teleport anywhere that you would be able to move to in your next turn (without taking the dash action). Next turn, you can't move but can instead choose one creature within 30 feet and force them to do a dexterity saving throw against you. The loser can't move next turn.  You can only use this once every 3 rounds.

Return

At 9th level, after you use a weapon with the thrown or ammunition property, you can use a bonus action to get the weapon or ammunition back, provided it is more than five feet away from you and wouldn't be destroyed (ex, lighting an arrow on fire). If the weapon or ammunition attacked a target and the target didn’t move, you can make another attack against the target.

Foresight

At 13th level, when you are the target of an attack you can  use your reaction to grant disadvantage to the attack roll, before knowing if it hits. You can use this a number of times equal to your Intelligence or Charisma modifier.

Divergent timeline

When a creature within 120 feet of you fails or succeeds on a saving throw,  Attack roll, or ability check, you can force them to reroll, and they must use the new roll. You can use this feature twice every long rest.

Previous Versions

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1/31/2024 5:09:40 PM
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