Base Class: Rogue
Time-Slipper Rogues are people who have been affected by the flow of time and are now temporally unstable. They gain the ability to make time remnants that give them different types of advantages both during and outside of combat.
PSA: Some features are gained at levels contrary to what it says because of creation limitations. Look at the descriptions for the true levels.
Time Remnants
At level 3 you gain the ability to make time remnants of yourself as a bonus action, you can also freely disband them. You can have one remnant active at a time. The remnants disappear if they are killed, you disband it, or you fall incapacitated. These remnants have an AC of 8 + prof, 1 hp, movement speed equal to half of yours, and they are immune to all conditions. While you have a remnant active you may move away from a creature/creatures without provoking opportunity attacks as long as both you and the remnant are within range of the creature you are fleeing from and creatures that can see both you and the remnant cannot distinguish which is the true you. Other creatures may make a DC 8 + wis +prof wisdom (insight) check to try and distinguish the true you (All creatures can make this roll once per turn). On a failure, they think the remnant is you and cannot directly attack the true you, on a success they know which is the true you but have disadvantage on melee attacks against you.
Past remnant - you leave behind an afterimage of yourself in the space you currently occupy. As a bonus action you can swap places with this remnant as long as you are within twice the distance of your base movement speed.
Future remnant - you make a possible outcome of yourself in any location you can reach with your base movement from the position you started the round in. When you make an action of any kind you can choose for the action to be made by this future remnant.
At level 6 your remnants gain 10 extra feet of movement.
Controlled Slipping
At level 9 your ability to control your remnants is increased, you can now have two remnants active.
Past remnant - gain the ability to use a reaction to swap places with your past remnant to force an attack that would've hit you to hit your remnant instead.
Future remnant - gain the ability to use a reaction to force a creature, who you can see, that is attacking your remnant to reroll the attack, the creature has to use the new roll.
Fate Manipulation
At level 13 you've come to understand time-slipping so well that you now have the ability to choose the fate you see fit.
Per long rest, you roll 2 d20. When you or any creature you can see makes a roll with a d20 you can choose to disband a remnant and replace the roll with one of the 2 numbers you had rolled with the 2 d20, removing that number from your choices. If you do not have a remnant to disband you instead take 3 d6 necrotic damage, this damage cannot be reduced or prevented in any way. This ability must be used after a roll, but before the outcome of the roll has been decided.
Temporal Paradox
At level 17 you have full control over your ability to slip through time, giving you the ability to choose the one in a million outcome.
Once per long rest you can activate the ability temporal paradox. This ability lasts for 1 minute, and during this time you and your remnants have advantage on all attacks, and all enemies have disadvantage to hit you. When this ability ends you take unavoidable damage equal to 1 d4 per die that changed fate, your temporal debt. This damage can also be reduced by 2 d4 per remnant you choose to disband, to a minimum of 6 d4.
TO CLARIFY: when it says 1 d4 per die that changed fate, it means that you add 1 d4 if a die rolled because of advantage or disadvantage were to change the outcome of an attack. When an attack is rolled with advantage/disadvantage because of this ability, designate an initial die and a fate die before rolling to help keep track of your temporal debt.
Examples, I = Initial die; F = fate die:
You roll to hit an enemy I = 5 - miss, F = 18 - hit; gain 1 temporal debt
You roll to hit an enemy I = 16- hit, F = 19 - hit; no debt gained
Enemy rolls to hit you I = 18 - hit, F = 5 - miss; gain 1 temporal debt
Enemy rolls to hit you I = 9 - miss, F = 2 - miss; no debt gained
Time Tested Charm
At level 11 you have begun to understand how to change the outcome of certain situations, gain proficiency in persuasion and deception rolls. If you already have proficiency with both gain expertise in one.
Temporal Awareness
At level 15 you've become so in tune with the passing of time around you, you always know the time of day, and you gain proficiency in history checks.
Previous Versions
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8/26/2026 11:09:53 PM
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