Base Class: Rogue
Time Thieves are rogues who, through some arcane manner, have gained the ability to alter the flow of time. They are exceptionally valuable as burglars or asssassins, as they can seemingly get a job done in the blink of an eye, slipping and out before anyone knows they were even there
Fast Forward
When you choose this archetype at 3rd level. you learn how to quicken the flow of time with just your touch.
When you touch an object, you can choose to speed up time for only that object. For every 6 seconds you are touching it, the object ages 1 hour. Doing this for long enough may cause an object too rot if it is organic, or just if it is made of metal. For example, you could touch a patch of soil where a flower seed has been planted and cause the flower to sprout, blloom and wither, or touch a padlock and make it rusty and brittle.
You cannot use this feature on living creatures, and its effects are limited only to the part of an object you are touching.
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 for the wizard spell list.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Time Thief Spellcasting table shows how many spell slots you have to cast your wizard 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 wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Time Thief Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion 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 wizard 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 wizard 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 Thief Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
1 |
— |
— |
— |
|
4th |
3 |
4 |
2 |
— |
— |
— |
|
5th |
3 |
4 |
2 |
— |
— |
— |
|
6th |
3 |
4 |
2 |
— |
— |
— |
|
7th |
3 |
5 |
3 |
1 |
— |
— |
|
8th |
3 |
6 |
3 |
1 |
— |
— |
|
9th |
3 |
6 |
3 |
1 |
— |
— |
|
10th |
4 |
7 |
3 |
2 |
— |
— |
|
11th |
4 |
8 |
3 |
2 |
— |
— |
|
12th |
4 |
8 |
4 |
2 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
1 |
— |
|
14th |
4 |
10 |
4 |
3 |
1 |
— |
|
15th |
4 |
10 |
4 |
3 |
1 |
— |
|
16th |
4 |
11 |
4 |
3 |
2 |
— |
|
17th |
4 |
11 |
4 |
3 |
2 |
— |
|
18th |
4 |
11 |
4 |
3 |
2 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Slow Time
Starting at 3rd level, you can use a bonus action at the start of your turn to momentarily slow the flow of time. While it is slowed, creatures around you appear to move sluggishly, while them you appear to move with extrodinary speed.
while time is slowed:
- Your speed is doubled.
- Attacks against you have disadvantage.
- You have advantage on attack rolls and Dexterity saving throws.
- You can take an additional Actin on your turn. If you use it to take an Attack action, you can make one weapon attack, and if it hits a creature you can use your Sneak Attack against it even if you have already used it on that turn, so long as you meet all other requirements to use it.
At the start of your next turn, time returns to normal. You gain your level divided by 2 charges of this ability and all charges refresh on a long rest
Rewind
At 9th level, you can use your reaction when you are hit with an attack to reverse time, returning to the moment before you were hit. When this happens, the attack makes the attack again with disadvantage.
You can use this feature a number of times equal to your Proficiency Bonus, and regain expended uses when you finish a long rest.
Time Rift
At 13th level, you can use a bonus action on your turn to disturb the flow of time and create a rift in the space you are currently occupying. Keep a note of the hit points you have when you create the rift.
On your next turn, you can use another bonus action to return to the rift, causing you to instantly teleport back to the space you created it in. if the space is now occupied, you instead teleport back to the space you created it in. if the space is now occupied, you instead teleport to the nearest unoccupied space. when you teleport your current hit points revert to the amount you had when you created the rift.
Once you use this feature to create a rift, you cant use it again until you finish a short or long rest, regardless of whether or not you used the rift.
Stop Time
At 17th level you have mastered controlling the flow of time, and have learned how to stop it completely.
You can stop time using a bonus action. When you do, you begin a new turn that is outside of the turn order. While time is stopped:
- All creatures except you are considered paralyzed, and cannot be moved or knocked prone.
- You cannot use or move any object that you were not holding or wearing when time stopped
When you finish this turn. time returns to normal and you resume the turn you were on before it stopped.
Once you use this feature, you cant use it again until you finish a long rest.
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