Base Class: Rogue
Time and space. Two simple forces that guide our every thought and action. We march in space and we march in time. It takes a special someone to make time and space march for them. The Runners do this by calling upon past and future versions of themselves from alternate dimensions, assisting them in their every action. Never fight a Runner alone. They most certainly aren't.
Quantum Assistance
Starting at the third level, alternate versions of you occasionally appear to assist you in a task. When making an ability check with a skill that does not require your Intelligence modifier, you may add your Intelligence Modifier to the check. You may do this after you see the roll, but before you know whether or not the roll is a success or a failure.
You can use Quantam Assistance a number of times equal to your Intelligence Modifier (Minimum of 1), and you regain all expended uses when you finish a short rest.
Parallel Convergance
Starting at the third level, you learn how to call upon your previous selves to assist in a fight, especially when you are outnumbered. When you deal damage with Sneak Attack, you can take a bonus action and make a ranged weapon attack against a different creature within 30 feet of you. On a hit, the target takes 1d4 + your Intelligence modifier in force damage. This attack always benefits from Sneak Attack, even if you have used it before. However, you may only roll half of the dice in your sneak attack pool (rounded down, minimum of one.)
Chronal Phase
At 9th level, your connection to dimensional energies allows you to shift your molecules, performing odd feats. Whenever you the the Dash action, you can move through creatures as if they were not there. You can also move through objects as though they were difficult terrain. If you end your turn inside of an object or person, you take 1d10 force damage and are knocked prone.
You can use Chronal Phase a number of times equal to your Intelligence Modifier (Minimum of 1), and you regain all expended uses when you finish a long rest.
Dimensional Guardians
Starting at the 13th level, your dimensional selves begin monitoring you, protecting you and preparing you. You have advantage on initiative rolls and Dexterity saving throws. In addition, when you use Uncanny Dodge to reduce damage, you instead gain resistance to all of the damage types dealt to you by that attack until the start of your next turn.
Chronobreak
Starting at the 17th level, you learn to take yourself back in time, reversing damage and other ailments. When you finish a long rest, an echo appears behind you. It is intangible and unable to be interacted with by any means except through this ability.
At the start of your turn, your echo moves to your current location, noting your current hit points and any status conditions applied to you. As a reaction to taking damage or receiving a status condition, you can teleport back to your echo. You return to the hit point total and status conditions noted at the start of your turn. Creatures of your choice within 10 feet of your echo must make a Dexterity Saving Throw (DC is 8 + Proficiency Bonus + Intelligence Modifier). Creatures that fail the saving throw take force damage equal to a roll of your Sneak Attack dice and are knocked prone, half as much damage and not falling prone on a successful save.
Once you use Chronobreak, you cannot use it again until you finish a long rest.
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