Rogue
Base Class: Rogue

Rogues who become Chronodivers demonstrate cunning and intuition that is a step above the rest. They are able to control the weave around them to manipulate their relative flow of time. Some say the first Chronodivers were wizards, while some say they were Arcane Tricksters who stole this magic from the aforementioned wizards. Whatever the case is, one thing remains certain: Chronodivers are not qualified to wield the awe-inspiring, reality-shattering magic that is chronurgy. That doesn't stop them, though.

Temporal Expertise

Starting at 3rd level, you demonstrate the capabilities to manipulate your own timestream. When you fail an ability check, you can use your reaction to add your proficiency bonus to the roll, gaining a level of proficiency in that skill until your next long rest. If you are not proficient in the skill you failed at, you gain proficiency in it; if you are proficient in it, you gain expertise in it. This ability cannot be used for a skill you have expertise in. Once this ability is used, it cannot be used again until you finish a long rest.

Localized Wormhole

Starting at 3rd level, you can move your whole body through time to a limited capacity. When you take the Dash bonus action provided by your Cunning Action, you can instead choose to teleport to an unoccupied space that you have occupied since the start of your last turn, and move half your movement speed as a part of that same bonus action. You can use this ability twice, and regain all uses after finishing a short rest.

Time Heist

Starting at 9th level, you mix reality-altering chronurgy magic and classic rogue cunning. When you take your Uncanny Dodge reaction, instead of taking half damage, you can choose to take no damage instead. When you do so, record what half damage you would have taken, and teleport up to 15 feet to a space you have occupied since the beginning of your last turn. If, on your next turn, you deal a total amount of damage greater than or equal to the damage you would have taken, you add that stored damage to the attack you just hit. If you fail to meet the damage threshold, you instead take the half damage at the end of your turn. Once you use this ability, you must finish a long rest to use it again.

Like Clockwork

By 13th level, the long-term use of chronurgy magic on an untrained individual like yourself has shown only positive effects. Your movement speed increases by 15 feet, you gain advantage on initiative rolls, and you can choose to age twice or half as much as you usually would.

Slipstream

When you reach 17th level, you can adjust the relativity of time for any creature. When you roll initiative, roll 1d4. You are under the effects of Haste for a number of rounds equal to what you rolled, and suffer no wave of exhaustion when it ends on you. While this effect is active, you also gain a second reaction.

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