Base Class: Rogue
Timethieves are highly sought-after prodigies capable of twisting time around them to their advantage. To onlookers, they seem capable of doing the impossible on their first try, but its only by exploring the branching possibilities of reality that a Timethief can craft the perfect moment. Every second counts to a Timethief; while others might sit and contemplate on the past or dream of the future, Timethieves set out to change the world in the present.
Zero Drive
Through some means youve aquired a powerful prototype time machine called a Zero Drive at 3rd level. Whether you built it yourself or stole it is up to you. However you acquired it, the Zero Drive is a small or tiny magical object that only you can use to bend time around you. If you lose your Zero Drive, you can spend 1 hr as part of a short rest performing a special ritual to summon a new (old?) Zero Drive out of thin air or rewind time to put the broken pieces back together.
Z-Drive Resonance
When you choose this archetype at 3rd level, you can draw on the power of your Zero Drive to steal seconds of time from your foes, increasing your speed with every strike. When you make a melee weapon attack against a creature while holding your Zero Drive, you can choose to increase your movement speed by 10 ft until the end of your next turn. Once you use this feature, you can’t use it again until you use 0 ft of your movement speed on one of your turns. Each sequential use of this feature refreshes the duration of all movement speed gains from it and the maximum amount of movement speed you can gain from this feature is 30 ft.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you have more movement speed than them and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Phase Drive
Starting at 3rd level, you've unlocked the power of your Zero Drive, allowing you to blink forwards in time to land devastating blows. As a bonus action you can dodge roll a number of feet up to five times your proficiency bonus, without provoking opportunity attacks or expending movement. Until the end of your next turn, you can use your reaction to teleport a number of feet equal to your movement speed to an unoccupied space within 5 ft of a creature you can see and make a weapon attack against them. On a hit, as long as you meet the prerequisites for your Sneak Attack feature, you can roll half the number of Sneak Attack dice for your level (round up), and the creature takes thunder damage equal to the roll’s total. You cannot use your standard Sneak Attack feature on this attack.
You can use this feature only if your speed is greater than 0 and you have your Zero Drive in one of your hands throughout the entire process. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Timewinder
At 13th level, using the design of your Zero Drive as a base, you've made a weapon called a Timewinder. This temporal grenade has the ability to expand into a time distortion field upon hitting a creature, damaging and slowing anyone caught inside. As an action, you can throw your Timewinder at a point up to 60 ft away. Each creature of your choice within 20 ft of that point must succeed on a Charisma Saving Throw or take 4d6 thunder damage and have their movement speed halved for 1 minute. The DC is 8 + your proficiency bonus + your Intelligence modifier. You can use this feature once, and you regain all expended uses after finishing a short or long rest.
Parallel Convergence
At 17th level your mastery over time itself has led to you discovering how to split your own timeline to achieve multiple actions in the blink of an eye. As a bonus action on your turn you can create an ethereal copy of yourself in an unoccupied space within 5 ft of you. The copy shares all your equipment and statistics, except that its movement speed is 0. It takes its turn on Initiative Count 0 and can perform only one action. Immediately after its turn, it disappears.
When the copy uses your Timewinder feature, the blast deals an addition 4d6 thunder damage. If you are within the blast radius of the copy's Timewinder, all creatures who fail their saving throw against it are also stunned until the end of their next turn.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses after finishing a long rest.
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