Base Class: Rogue
Chronothief rogues excel at manipulating time to their will and utilizing knives to kill their enemies in a blink of an eye.
Time Manipulation
Starting at 3rd level, you can use your cunning action to instead bend time to your will. You gain Time Manipulation points equal to your DEX modifier, and you can spend them to do the following abilities through your cunning action. You regain all Time Manipulation points after a long rest.
- Time stop: Time is frozen for all other entities except for yourself, similar to the Time Stop spell. During the stopped time, you are able to gain an extra turn for yourself. Any attack made against another creature during this will not end Time Stop.
- Speed or slow time: Until your next turn, you can speed up the flow of time to perform certain abilities such as the ones listed below. Your DM may allow for additional abilities with their approval.
- Double another creature's movement speed on time speed, or halved on slow time.
- Double the range of ranged attacks or ranged spell attacks on time speed, or halved on slow time.
- Make all DEX saves have disadvantage on time speed, or advantage on slow time.
- Time skip: Instantly skip to another creature's turn.
- Time reversal: Return to another creature's turn that has acted before you, from up to one round ago. Any actions that have occurred since then will have their effects reversed.
Your DM may also allow for additional effects based on their approval.
Bladeslinger
At 3rd level, you have increased abilities in throwing daggers. This gives you the following benefits:
- You can instantly return thrown daggers into your hands with no action required.
- When you stop time, you can proceed to use throwing weapons during the stopped time. The thrown weapons will remain suspended in the air until time is stopped, and any attack roll made like this will have advantage.
- Thrown daggers will deal an extra +2 damage.
- You can use your cunning action to make a thrown attack. This can only be used for daggers.
Silver Grace
Starting at 9th level, you gain an extra +10 movement during stopped time. Additionally, you can now use your reaction to use a Time Manipulation point to instantly stop time when an action is made towards you. If an action that would have only targeted you was stopped this way, that effect will be cancelled out. Area of effect abilities will still occur, but you will have to move out of the way. (As an example, this allows you to stop a melee or ranged attack being made against you. However, a fireball spell will still occur, and you would have to move out of the way to avoid it.)
Eternal Meek
At 13th level, you are able to summon a large amount of daggers to overwhelm your opponent. As an action, you can spend a Time Manipulation point to summon 4 + 1d6 daggers at one creature of your choice within 30 feet. You can use this ability during stopped time. You will need to make an attack roll for each dagger, however only one damage roll will be made, and every dagger that hits will use that same damage roll.
Chronomaster
At 17th level, your mastery over time allows you to easily bend it to your will. You gain the following benefits:
- If you start combat without a Time Manipulation point, you regain one point.
- You can use multiple Time Manipulation points to stop time for an increased amount. For instance, you may spend two Time Manipulation points to stop time for two turns.
- You can spend a Time Manipulation point to teleport up to twice your move speed as a cunning action.
- You no longer age.
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