Base Class: Rogue
The Time Bandit's allegedly found a book from the Age of Arcanum filled with various types of strange magic, or so the legend says. It is known in the world that some thieves and bandits learn basic magic to help them succeed in their exploits, but these group of thieves practiced this strange magic to make themselves superior to their contemporary thieves. Through intensive study and training, the group over timed called themselves Time Bandits.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing is customized for the Time Bandit, with a selection of spells .
Cantrips
You learn three cantrips: You must have one Divination Cantrip, and can only have one Divination Cantrip at a time. You are able to select two other cantrips from the Time Bandit list. You learn another cantrip of your choice at 10th level.
Spell Slots
The Time Bandit Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice, two of which must not do damage.
The Spells Known column of the Time Bandit Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be Divination or Transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list. The new spell must be of a level for which you have spell slots, and it must be an Divination or Transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Time Bandit Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Temporal Awareness
You can add your Intelligence modifier to your initiative rolls.
Manifest Echo
Starting at 9th level, you are able to Bonus action to manifest an echo version of yourself. A shadowy translucent version of yourself appears in an unoccupied space that's within 15 feet of you. It lasts until you dismiss it as a bonus action, or if it is destroyed. The Echo has an AC of 10 + your proficiency bonus, 1 hit point and immunity to all conditions. If it has to make a saving throw it uses your saving throw stats. If it has to make a skill check it uses your stats. If it makes an attack it uses your modifiers for attack roles and damage. The echo is the same size as you. On your turn you must use your bonus action in order for your Echo to act. It will have the same abilities as you. You can move the echo in any direction, it has the same movement speed as you. If your echo leaves outside of a 30 ft radius from you, it disappears. Due to the translucent form of your echo it has advantage on Stealth, and Slight of Hand checks. While your echo is up, you are unable to cast spells as you are concentrating on this Echo. If you take damage while your Echo is up, you must make a Constitution Saving Throw to maintain concentration. You can only use this feature once per long rest.
Portent
Starting at 13th level when you gain glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. At Level 20, you gain a third portent dice, that can be rolled at the end of a long rest.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Event Horizon
When you reach 17th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can’t do so again until you finish a long rest.
Comments