Rogue
Base Class: Rogue

Some killers are extremely meticulous. They adhere to habits that have proven to be effective in dealing with past targets. Such is the clockwork killer, always striking at the opportune moment, and relying on his or her inner tempo to be most effective.

Timed Attack

Starting at 3rd level, your sneak attack deals an additional 1d6 damage during your second and fourth turn after rolling initiative. At the start of either of these turns, you may use a bonus action to receive the bonus damage on your following turn instead.

The bonus damage increases when you reach certain levels in this class, increasing to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.

Time Keeper

Starting at 9th level, you gain the ability to conjure a spectral pocket watch in your hand as an action. You may only have one at a time. It is tangible, but it cannot be destroyed, and it disappears if you drop it or you die. It alters to track the day and night cycle of any location. If no such cycle applies, it can at the very least be used to track hours, minutes, and seconds that pass.

While it is on your person, you can replace any ability check, attack roll, or saving throw you make with a die roll of 10. You may do this after you have rolled, but before the outcome is determined. Once you have used the pocket watch in this way, you may not do so again until you complete a long rest.

Time Skipper

At 13th level, you learn to magically leap forward in time, appearing moments later to catch your enemies off guard.

Once per short or long rest, you can cast the blink spell as a bonus action, without expending a spell slot.  Any time that you return to the material plane, you have advantage on your first attack during that turn. Intelligence is your spellcasting ability for this spell.

Time Thief

When you reach 17th level, you can attempt to freeze your enemies in time with your strikes. After you hit a creature, you may force it to make an Intelligence saving throw (DC8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is paralyzed until the end of your next turn. You may do this a number of times equal to your Intelligence modifier.

Comments

Posts Quoted:
Reply
Clear All Quotes