Base Class: Rogue
While time flows in one set direction for nearly all things in the galaxy, Echoes can manipulate their place in the timeline. They can glimpse alternative possibilities, skipping forward or rewinding to make their preferred future a reality. Some Echoes deliberately sought to control the force of time, but many unlocked their abilities through accidental meddling in powers they did not fully comprehend.
Afterimage
Dilated Steps. Your Speed increases by 5 feet.
Prescient Glimpse. You add your Proficiency Bonus to
Initiative rolls.
Try Again. When you fail a D20 Test, you can reroll the
d20 and use the higher roll. When you do so, until the end of
your next turn, your Cheap Shot is reduced by 1d6. You can
use this benefit a number of times equal to your Dexterity
modifier (minimum of once), and you regain all expended
uses when you finish a Long Rest.
Time Skip
You can jump forward or rewind short distances in time. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see. You can use this Bonus Action twice, and you regain all expended uses when you finish a Long Rest. If your destination space is one you occupied since the start of the turn, you don’t expend a use of this feature.
Temporal Rewind
You go back in time to undo wounds you’ve taken. When you take a Reaction as part of your Lucky Break feature or when you take no damage after a successful Dexterity saving throw from your Agile Escape feature, you can expend and roll one Hit Point Die. You regain Hit Points equal to the number rolled plus your Dexterity modifier.
Chrono Control
You have unlocked the ability to stop a foe in time. When you deal Cheap Shot damage, you can force the target to make a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). On a failed save, the target has the Paralyzed condition until the end of your next turn or until it takes any damage. Once a creature becomes Paralyzed in this way, you can’t use this feature again until you finish a Long Rest.
Diverging Timelines
Your mastery of time has empowered you to split your own timeline. When you roll Initiative, or as a Magic action at any other time, you can cause an identical version of yourself from another timeline—an echo—to appear in the nearest unoccupied space to you and persists for 1 minute. Once you split your timeline, you can’t do so again until you finish a Long Rest.
For the duration, when you move during your turn, you simultaneously move your echo. Your echo is intangible, can’t take damage or be targeted by any effects, and can’t affect the world. You can switch between timelines in the following ways, causing your echo to become your real self, and your real self to become your echo.
Action. When you take an action or a Bonus Action, you
can switch timelines to swap with your echo before resolving
the action.
Harm. When you are hit by an attack roll, take damage, or
are forced to make a saving throw, you can take a Reaction to
switch timelines, swapping with your echo. If you are out of
reach or range of the triggering effect, it fails and is wasted.
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