Base Class: Rogue
Somehow you have come to possess a chronometric device (magical or technological) or gained a natural ability to chronoshift. Either way, you can now travel forwards and backwards in time. Your ability to shift along your personal timeline provides you with the ability to surprise your opponents by appearing behind them, escaping from danger, helping your friends, and even rewinding your missteps for a second chance.
Blink
When you choose this archetype at 3rd level, you gain the ability to zip horizontally through space. You can use part or all of your movement to travel that distance as a beam of light, reappearing in an unoccupied space you can see. Moving using Blink provokes no opportunity attacks. You can not use this ability to travel through solid objects such as bars, columns and glass or hazards that would harm you otherwise such as a wall of fire. Once you use this ability three times, you must wait two rounds at which point it will regain charges every turn it is not used. If you use it before all 3 charges are returned, you have to consume all of them again before they can regenerate.
Recall
On reaching 3rd level, your mastery of traveling along your personal timeline provides you with the ability to bound backward in time. If you are conscious and able to move, you can use your reaction to return to your position at the end of your last turn, negating any damage and status effects since the end of your turn. Once you do so, you must succeed a CON DC (5 + Damage Taken) saving throw or receive Chrono Fatigue, a status which disables your subclass abilities. You can retry this roll at the start of each of your turns, the DC lowering to a 13 and by -5 on every failed save after that to a minimum of 3. You may only use this ability once per long rest.
Distracting Blur
Starting at 9th level, when you pass within 5 feet of a hostile creature using Blink, that creature is distracted by your light beam. An ally you choose that is within 5 feet of that creature has advantage on their next attack roll made against that creature.
Rush
Starting at 13th level, your understanding of timelines has unlocked new pathways for you to travel. Your speed increases by 10 feet. You can now also use Blink with the Dash action, in addition to using it with your movement.
Pulse Bomb
When you reach 17th level, you learn how to focus a large amount of chrono energy into a single point and unleash it on your enemies. As an action you can stick a time bomb onto a creature you see within 10 ft. you. That creature must succeed a Dexterity DC (10 + half your level rounded down) saving throw or receive 6d12 + 40 force damage, the damage is halved on a successful save. You may only use this ability once per long rest.
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