Base Class: Rogue
Becoming Time Warped is not a pleasant experience and most crumble under the immense weight of the infinite timelines pressing down upon their mind. Some rogues however, see their new found time warping power as a gift and use it to advance their agendas, for better or worse.
Temporal Echo
At 3rd level, your connection to the infinite timelines grows and you become able to peer into a creature's past. Using an action, you touch a conscious creature and enter a trance like state to see into their past, reliving one of their memories as though it was your own. You are vaguely aware of your surroundings while in this state and breaking contact with the creature pulls you back to reality.
The memory you enter is determined by whatever memory the creature is focused on. You move through the memory in a dream like fashion, only experiencing moments the creature felt held significance. Faces appear hazy and unfocused, while voices sound distant and reverberant.
The creature can use it's action to make a History check contested by your Investigation check; if the creature succeeds, this effect ends. You can use this ability a number of times equal to your Intelligence modifier. You gain all uses after a short or long rest.
Multiverse Strike
At 3rd level, you are able to use the infinite possibilities of the multiverse to aid you in combat. As an action, choose a target you can see within 30 feet of you and make an attack roll against them. On a success the target is marked and the next time they take damage from any source, you can use your reaction to trigger the multiverse strike. You can use this ability a number of times equal to half of your level in this class (rounded down) and regain all uses after a long rest.
Upon triggering this ability, a version of yourself from a timeline where you attacked the target appears behind it and deals force damage to it equal to your currently equipped weapon's damage + your sneak attack damage. Using this ability on a target while another target is marked causes the oldest mark to fade harmlessly.
Time Lapse
At 9th level, you gain control over specific temporal anomalies. Whenever you trigger Multiverse Strike or perform a successful sneak attack, you may sacrifice 3 sneak attack dice and activate one of the following abilities. Only one effect may be active at a time.
Time Warp. The target of your attack has it's time stream distorted and strained. For the next 3 turns the target takes 1d6 force damage for every 10 feet of movement it makes. You gain 10 feet of movement speed for the duration of this effect.
Time Zone. A 15 ft. radius dome of temporal energy is created around your choice of either you or the target of your attack, and remains for 2 turns. Any projectile fired at the dome phases into another timeline; phased projectiles appear ethereal and cannot interact with your timeline in any way, passing harmlessly through creatures and objects. Once the projectile leaves the temporal dome it phases back into your timeline, regaining it's original physical properties.
Precognition
Starting at 13th level, you gain the ability to predict a creatures actions based on the most likely immediate future. As an action, choose a target you can see within 60 feet. For 3 rounds you gain advantage on all rolls against the target, and impose disadvantage on all rolls the target makes against you. Taking damage ends this effect early. Futhermore, a target with a CR equal to or higher than your levels in this class can make a Wisdom saving throw to avoid disadvantage. You regain the use of this feature when you finish a short or long rest.
Dead Time
At 17th level your ability to manipulate the timelines reaches new heights. Using a bonus action, you may focus your abilities and transport yourself to a Dead Timeline, a reality in which some great catastrophe has left the world devoid of life for centuries.
You remain in the Dead Timeline for 8 hours or until you drop concentration on the ability. You can see and hear the timeline you originated from, but everything there appears and sounds distorted and echoed. Also, you are blind past 60 feet.
While in the Dead Timeline, you can only affect and be affected by other creatures from that timeline. You also don't need to eat, drink, sleep, or breathe within the Dead Timeline. Creatures that aren't in the Dead Timeline can't perceive you and can't interact with you, unless a specific ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't in the Dead Timeline. This includes most buildings and man made structures which have long since decayed, allowing you to move through objects you perceive on the timeline you originated from. Additionally, you suffer no exhaustion penalties within the Dead Timeline.
When this ability ends, you immediately return to your timeline in the spot you currently occupy and gain 4 levels of exhaustion. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to 5 × the number of feet you are moved. Once this ability is used, you must wait 1d6 days to use it again and may only recover your exhaustion levels by taking a long rest per exhaustion level or a wish spell.
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