Base Class: Rogue
You harness the concept of time, bending it to your will and making you a deadly assassin. Being able to stop time and blip around creates powerful combos and an unrivaled ability in the assassination world.
Time Harnessing
You learn to harness time and use it to improve your skills and improve your battle prowess. At the start of every day, roll a d4. This number gives you time points. These can be used to do a varying amount of things. These stack until the next day in which time points reset. The things you can do are as follows.
Time Blip(1 point). As a bonus action, you can teleport a short distance of 50ft without being detected or triggering any sort of trap. Detect magic does not detect this action.
Short Freeze(2 points). You freeze time for a very short time as either a reaction or for free when attacking. If used as a reaction, this gives the attacker disadvantage. If used for free when attacking, you gain advantage on the attack roll.
Time Amass(Free). If you spend 1 hour uninterrupted and focused(can work as a short rest). You can gain 2 time points to add to your well.
Build-Up(Free). Every attack you make, you gain 1 time point.
Time-Stop(8 time points). Roll a d4. Whatever number is rolled you stop time for that many actions of yours. You can attack during this time. When this is finnished you have to rest for one turn.
Time Attacker
As you learn to use time more effectively, you speed your own attacks to a point where your making more actions then usual when fighting. At the cost of a time point, you can make a second additional attack per turn.
Time Improvement
As you improve your ability to use time you lessen the restrictions needed as well as develop new techniques that were impossible before
When you start a new day you can roll a D6 instead of a d4.
You deal an extra d6 force damage on any attack
When your time stop ends you get a free sneak attack even if your out.
you can trade time points for sneak attacks.
Time Prison(8 Time Points). When you make an attack against a creature, you can choose to imprison them. When you do this the creature is restrained. Every turn the creature must make a DC 20 strength saving throw or stay trapped.
Time Dimension
As you gain more and more power you unlock the time you “skip” and use it to your advantage. For starters roll a d20 every turn. On a 12-20 you are considered under half cover as your protected by your dimension and semi-exist in it. When you roll the 12-20 you also gain advantage on your attacks. You also gain resistance to force damage. Your also able to move during the spell time stop.
Time Master
You’ve mastered the art of time stop, perfecting it in every way. For starters you get one free time stop a day. You also only need to use 8 time points instead of 10. Also whenever the day starts and you roll for your time well you can’t get anything lower then a 3 for time points.
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