Rogue
Base Class: Rogue

A Quicksaver isn’t limited by linear time or the restrictions of the Material Plane. Such a rogue is able to can alter their own flow of time, rewinding into a past version if they become seriously injured or find themselves in an inescapable situation. The Quicksaver can also manipulate its physical form by briefly shifting into the Astral Plane.

Personal Reversal

You are able to rewind your internal state of time. As an action, you can mark down a personal moment in time known as a reference point. You note down your current hit points and location, amount of expended spell slots (if any), remaining ammunition, and any other expendable nonmagical items. Afterward, at any point during the next 3 rounds, you can use an action to return to your reference point with the statistics noted above. You can’t return to your reference point whilst on a different plane of existence to its set location. If you haven’t returned to your reference point after 3 rounds, you can use an action to make a new one.

Once you’ve returned to your reference point, you can’t do so again until you finish a long rest.

Planer Step

You can use your planar abilities to get out of a tight spot. When you are damaged by an attack or harmful spell, you can use your reaction to teleport up to 30 feet to an unoccupied space that you can see.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Phased Body

You can make your body appear unclear and hazy. As an action, you can cast blur on yourself without expending a spell slot. If you make a reference point while under the effects of this spell and then you return to it, the spell ends.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Spectral Dodge

You can shift your physical body to the Astral Plane for a short moment. When you use your Uncanny Dodge, instead of halving the attack's damage, you can take no damage from the attack. You also become immune to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of your next turn.

Once you use this feature, you can't do so again until you finish a long rest

Previous Versions

Name Date Modified Views Adds Version Actions
5/12/2022 6:32:25 AM
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