Rogue
Base Class: Rogue

Rogues of this kind possess the ability to manipulate time, however unpredictable time may be. Similarly to a Warlock, it may be gifted to them-- or they may be cursed-- by a stronger power. It might be innate, or it might be accidental. There are thousands of reasons one will stumble upon this unique power, just as there are a multitude of ways to use it. Discover them, and work with your DM to adjust the options presented to better suit your game and character.

Warp Time

When you pick this subclass at 3rd level, you gain proficiency in History. If you already have proficiency in History, you gain Expertise in it.

You also gain the ability to collect Rift Shards. To some Clockwork Criminals, Rift Shards take form as small, coloured pieces of glass, or for others they may appear to be storytelling items, such as a burnt stuffed animal or a tear-stained letter. Rift Shards cannot be detected or seen by other creatures, and they do not have a weight. They dissipate when not in use and return once you request them.

You gain a Rift Shard through Sneak Attack. If your Sneak Attack against a creature is successful, you may force the creature to make a Warp saving throw. If they fail this saving throw, you may add an extra d6 to the damage rolls and you gain one Time Shard. Once a creature fails this saving throw, they cannot be the target of this feature again. The amount of Rift Shards you can carry is equal to your Intelligence modifier. They do not expire.

Warp Save DC = 8 + your intelligence modifier + your proficiency bonus

Rift Bringer

The more time you spend with these Rift Shards, the more you learn about them. You learn three Rifts of your choice. Rifts manipulate roll outcomes or provide additional information, but you may only use one Rift per turn. You learn an additional Rift of your choice at 7th, 10th, and 15th level. Each time you learn a Rift, you may also replace a Rift you know with a new one, as long as the new one is one you could learn at that level.

Rifts that require saves will use your Warp save DC.

Each time you use a Rift, your DM may force you to roll a d100 on the Paradox table.

All Knower

Prerequisite: 15th level

Magically linking two Rift Shards together, you and one willing humanoid both consume a Rift Shard. You gain the ability to perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

All Seer

Prerequisite: 5th level

The mystical energy of one Rift Shard enhances your vision. For ten minutes, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Been There, Done That

Using one Rift Shard, you gain proficiency in two skills of your choice. These proficiencies lasts 1 hour.

Distort Time

You harness the magical energy of two Rift Shards and create a rift in time. You create a portal in front of you. Upon entering it, you can move to any place within 60 feet of you as long as you have been in that area before, or by making a Con save against your Warp save DC. You may attempt to teleport beyond that distance by rolling the Warp save DC with disadvantage, however you will not move and will instead take 1d8 force damage on a failure.

Fortune Teller

You use the magical energy of one Rift Shard to open up your mind and predict the future. You may cast Augury as a ritual once within the next hour.

History Lesson

Prerequisite: 7th level

Invoking the sentimental power of one of your Rift Shards, you can touch a corpse and learn up to three memories from it, as if you witnessed the events directly. Your DM chooses which memories are learned, and the relevancy of these memories may vary depending on how often you have used this feature within the last day.

Knowing Presence

You can cast command once, using one Rift Shard. Once you reach 15th level, you may cast it at 3rd level.

Omen Reader

You curse a creature using two Rift Shards, altering its life with only your touch. You cast bestow curse at the lowest level possible once within the next thirty minutes.

Shift the Tides

Using one Rift Shard, you rewind time to grant yourself or an ally advantage on one skill check, saving throw, or attack roll.

Speedrunner

Time slows down for you-- or rather, you speed up. Using one Rift Shard, you are under the effect of a haste spell.

Paradox Table

Below is the Paradox table. Each time you use a Rift from your Rift Bringer feature, you must roll a d100 on this table.

The save DC is your Warp save DC, and the targets of the Paradox table must use Constitution for their saves, to represent the character withstanding the physical and mental effects of surviving a time warp.

D100 Paradox
1 Make a Warp save. On a fail, you blip out of the world for a brief second and take 1d6 force damage. On a success, take half as much damage.
2-3 Time merges and folds. Reroll on the table.
4-5 You disappear and reappear, giving you the effects of the Dodge action until your next turn.
6-7 You age 1d4 years and take 1d6 force damage.
8-9 Your death flashes before your eyes. Make a Warp save. On a fail, suffer the Frightened condition for 1 minute. On a success, nothing happens.
 10-11 Make a Warp save. On a fail, suffer the effects of the spell Slow for 1 minute.
 12-13 You see visions of your goal or aspiration, completed. Gain 3d6 temporary hit points.
 14-15 Make a Warp save. On a fail, you are banished for 1 minute. On a success, one creature of your choice is banished to the past or the future.
 16-17 You lose any Rift Shards you currently hold.
 18-19 Gain 2 Rift Shards.
 20-21 Each party member must make a Warp save or be Scattered by the DM.
 22-23 You go back in time and interfere with your creation or birth. Swap to another race, as chosen by the DM. If you roll on this again, you may swap to your original race.
 24-25 You teleport to a random point in history. Miss your turn.
 26-27 Make a Warp save. On a failure, your movement speed is 0 and cannot be affected by spells.
 28-29 One creature of your choice that you can see gains 3d6 temporary hit points.
 30-31 You age 1d10 years.
 32-33 One friendly creature of your choice that you can see ages 1d10 years.
 34-35 Your demands of time are too great. Make a Warp save. On a failure, take 4d8 force damage.
 36-37 Your gender is swapped.
 38-39 The DM teleports you up to 10 feet away from your original position.
 40-41 You age 1 year.
 42-43 You briefly disappear and return missing a hand or foot.
 44-45 Make a Warp save. On a failure, a hostile clone of you appears within the world and begins hunting you.
 46-47 You have disadvantage on your next roll.
 48-49 You have advantage on your next roll.
 50-51 Make a Warp save. On a failure, you vomit slugs, minnows, or moths at the start of each of your turns, for 1 minute.
 52-53 You are under the effects of Misty Step.
 54-55 You gain 1 Rift Shard.
 56-57 Nothing happens.
 58-59 Travel to the past and make a wise decision, gain either 2d100 gold or one item of your choice, equalling less than 125 gold in value.
 60-61 Gain an additional action on your next turn.
 62-63 Your eyes change colour.
 64-65 You catch a glimpse of an alternate universe. For 1 minute, you do not trust your allies and cannot work with them.
 66-67 Your maximum hit points increases by 3d4.
 68-69 Your maximum hit points decreases by 3d4.
 70-71 Roll twice on the table. Pick the better of the two.
 72-73 You permanently gain 5 feet of movement speed.
 74-75 You permanently lose 5 feet of movement speed.
 76-77 You now land a critical hit on a 1, and a critical failure on a 20. The effect is reversed if you land on this option again.
 78-79 You gain the effects of a short rest.
 80-81 Force another creature to make a Warp save. On a failure, they are banished for 1 minute.
 82-83 One hostile creature temporarily gains an additional action.
 84-85  You cast scatter on 5 creatures of your choice.
 86-87 Swap 1d4 of your proficiencies.
 88-89 You grow 1d4 years younger.
 90-91 You grow 1d10 years younger.
 92-93 Your equipment falls out of your bag. Make a Warp save. On a failure, fall prone.
 94-95 You suffer three levels of exhaustion.
 96-97 You permanently gain access to one 1st level wizard spell.
 98-99 You permanently gain access to one wizard cantrip.
 100  You can cast one spell from the wizard spell list once, and then suffer one level of exhaustion.

Time Thief

At 9th level, you sharpen your wits and enhance your skills with time and your Rift Shards.

  • You are able to impose disadvantage or advantage on any creature that you can see, by using your reaction and a Rift Shard.
  • You gain advantage on Wisdom saving throws when they are inflicted by a creature you are familiar with.
  • Your weapon attacks deal an extra 1d6 force damage.

Clockwork Paragon

At 13th level, you gain the ability to cast time stop once. You regain use of this feature at the end of a long rest.

Additionally, your soul and body are detached from time itself.

  • You can no longer age by normal or magical means, unless caused by your own Rift Bringer feature.
  • You can adjust your body's age at will, however you cannot die from doing so and retain your ability scores, memory, hit points, etc.

Ultimate Time Thief

At 17th level, you have perfected your manipulation of time and can bend reality to fit your desires.

You may use your Intelligence modifier for your attacks and damage, and your Intelligence score increases by 2, to a max of 22. Moreover, any damage you deal does force damage, and only force damage, to represent using time as a weapon.

Additionally, you may cast either time stop or wish once per long rest.