Rogue
Base Class: Rogue

Some thieves prize jewels, others, works of art or antiquities.  A rare few, however, value nothing more than time itself.  These magically talented ne’er-do-wells possess the ability to siphon from other creatures’ timelines.  While they share the goals of other rogues, many also seek immortality.

Second-Stealing Strike

At 3rd level, you can steal slivers of time from other creatures.  Once per turn, when you hit a creature with an attack, you can attempt a second-stealing strike.  The target must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier.  If it fails, it is momentarily slowed while you are briefly quickened.  Until the end of your next turn, your movement speed is increased by 5 feet while the target’s is reduced by 5 feet.  In addition, roll a d4.  Add the number rolled to the next attack roll or Dexterity saving throw you make before the end of your next turn and subtract it from the next attack roll or Dexterity saving throw the target makes before the end of your next turn.

You can use this feature three times.  You regain any expended uses when you finish a short or long rest.

Watch Keeper

Starting when you take this archetype at 3rd level, you develop a flawless sense of time.  You always know what time it is and the number of hours left before the next sunrise or sunset.

Swipe Hourglass

By 9th level, you have learned how to pilfer time even without assaulting a creature.  When you roll initiative, you can choose one creature you see within 100 feet of you.  If you do so, it has disadvantage on its initiative roll while you have advantage on yours.

Chrono Leech

Beginning at 13th level, your skill with temporal larceny reaches new heights.  When you hit a creature with a sneak attack, you can force it to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier.  If it fails, until the end of your next turn, it is affected by the Slow spell while you gain the benefits of the Haste spell.  This ability does not require concentration.

If a creature succeeds on its saving throw against Chrono Leech, it is immune for the next 24 hours. 

In addition, you better stabilize your own timeline.  When Haste ends on you, you suffer no wave of lethargy.  You have advantage on saving throws against Slow and similar effects.

Time Bank

At 17th level, you have unlocked the power to lend and borrow time to yourself.

On your turn, you can lend yourself time.  You can choose any combination of your action, bonus action, or any amount of your movement.  You can also choose the additional action allowed by Haste if you are affected by it.  On this turn, you forgo using what you chose.  On your next turn, you can use what you chose in addition to your normal action, movement, and bonus action.    

For example, on one turn, a time bandit with a movement speed of 30 feet uses a bonus action and moves 20 feet.  She can lend herself an action and 10 feet of movement.  On her next turn, she can use two actions, a bonus action, and move 10 feet more than usual.

You cannot infinitely lend yourself time.  For example, if you lend yourself an action, you cannot on your next turn lend yourself both actions, thereby giving you a total of three actions on the turn after.

Independently or simultaneously, on your turn, you can borrow time from yourself.  You gain any combination of an additional action, bonus action, or additional movement up to your movement speed unaltered by temporary effects such as Haste and Slow.  On your next turn, you forgo using what you chose.

For example, a time bandit with a movement speed of 30 feet can take an additional action and move an additional 25 feet.  On her next turn, she can only move 5 feet and take a bonus action.

You cannot infinitely borrow time from yourself.  For example, if you borrow a bonus action, on your next turn, you cannot again borrow a bonus action.

By simultaneously lending and borrowing time, a time bandit could on a single turn take three actions, three bonus actions, and move three times.  However, she would not be able to do anything on the prior and subsequent turns.

If you lend or borrow an action, you cannot hold an action.  Therefore, a time bandit could not make a sneak attack, borrow an action, and hold that action to make an attack on her flanking ally’s turn, thereby making an additional sneak attack.

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