Base Class: Rogue
Time Watchers use their unique abilities to move near the speed of light to hit quickly and retreat quickly without being targeted. They mostly stay out of the fray of the battle and only come in to score some juicy hits.
Time Stop
At 3rd level, instincts kick in and at the start of your turn, you may freeze time for your combat turn as a bonus action. During this time, you can perform your turn normally, although enemies and allies cannot take reactions and you gain advantage on all attack rolls. You permanently gain (-1) to your Dexterity stat until your next short or long rest. You also lose 1d6 health at 3rd level(does not affect abilities like concentration) which goes up by 1d6 at 6th level, 10th level, 14th level, and 17th level. You cannot use this skill again until you finish a long rest.
Human Clock
You gain the ability to tell the time exactly to the minute. You can also set mental alarms and timers that work without fail unless you take psychic damage and fail concentration or fall unconcious(sleeping doesn't count) before the alarm was schedule to go off.
Fast Reactions
At 9th level, time distorts and seems to flow slightly slower around you. You gain advantage on all Dexterity checks and Dexterity saving throws.
Time Control
At 13th level, you gain the ability to use your Time Stop ability as a reaction and you may use it the number of times equal to half your rogue level.
Time Flow
Starting at 17th level, from constant use your body becomes used to the uneven flow of time and you no longer have a Dexterity penalty when using Time Stop
Comments