Rogue
Base Class: Rogue

 

Now compatible with 5.5e Rules

Time is not a river—it is a battlefield, and you are its unseen edge. As a Chrono Blade, you dance between moments, striking before your enemies even realize they’re in danger. With each flicker of your blade, echoes of possible futures ripple around you, and the past bends to your will. Whether slipping through the cracks of time to avoid danger or striking with the precision of a warrior who has already seen the battle unfold, you are an anomaly—an assassin unshackled from the tyranny of linear fate.

Time Skipper

Starting at 3rd level, you learn to harness the abilities of a proper time skipper. You gain the following benefits:

Contained Rewind. You have learned to reverse time on small, mundane object, returning them to a previous state. You learn the mending cantrip and does not count against the number of cantrips you know.

Blink Step. As a bonus action, you can teleport up to 10 feet to an unoccupied space you can see. This teleportation does not provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Temporal Shifts

When you choose this archetype at 3rd level, you gain the ability to shape the very fabric of time to your whim on the battlefield. You gain a number of Temporal Points equal to your proficiency bonus. You may spend your Temporal Points to perform the Temporal Shifts, so long as you meet the parameters of the shift.

Temporal Shifts

  • Expedite. Spending 1 Temporal Point, you can use a bonus action to grant yourself or a creature you can see within 30ft of you an additional +10ft movement speed for the next 10 minutes.
  • Accelerate. When an ally hits a weapon attack against a creature within 30ft of you, you may spend 1 Temporal Point (no action required) to increase the damage that attack deals by 1d6.
  • Reverse. When an enemy hits a weapon attack against you or a creature you can see within 30ft of you, you may spend 1 Temporal Point (no action required) to reduce the damage that attack deals by 1d6.
  • Activate. Spending 2 Temporal Points, you can spend your action to allow a creature you can see within 30ft of you to immediately take an action. This action must be used to take either the Attack (single weapon attack), Dash, or Dodge action.
  • Rewind. When you miss with a weapon attack, you can spend 2 Temporal Points (no action required) to repeat the attack roll. You must take the result of the new dice roll.
  • Delay. Spending 3 Temporal Points, you can use a bonus action to hinder a creature's ability to act. Choose a hostile creature you can see within 30ft of you. That creature now acts last in the initiative turn order, and all subsequent rounds of combat.
  • Rush. By spending 4 Temporal Points, you can use an action to cast the haste spell on yourself.

Lingering Echoes

Starting at 9th level, you have dialed into the grand timestream and sense images of events that occurred in the past. You gain the following traits:

  • You can ponder through brief glimpses of a creatures past and future to better detect their thoughts and intentions. You gain proficiency in the Insight skill if you don't already have it. Your proficiency bonus is doubled for any ability checks you make with that skill.
  • You can now perform a minute long ritual to view significant events that's occurred in your current location within the past 24 hours. Upon completing the ritual, spectral images of significant creatures, interactions, and events that occurred within a 10 foot radius of where the ritual was completed appear before for you. The events are told in chronological order and and are shown and sped through at your DM's discretion. Any humanoid creatures in these visions are indiscernible, however, specific conversation made within the ritual's radius can be heard. Once you use this feature, you cannot use it again until you complete a long rest.

Weave Within

By 13th level, you have grown accustomed to the ever shifting flow of time, and even found ways to leverage yourself even further. Upon dealing a critical hit with a weapon attack, you regain 1 Temporal Point.

In addition, whenever you use the Blink Step feature, you gain a bonus +2 to your Armor Class and advantage on Dexterity checks and saving throws until the start of your next turn.

Time Nexus

When you reach 17th level, you have gained mastery over temporal manipulation, to the point where you can break the very fabric of reality. As an action, you can summon a version of yourself from an alternate reality to fight alongside you for the next minute.

Your nexus copy appears in an unoccupied space 5ft from you, and bears the same abilities and armor class that you do. However, it's maximum hit points are equal to half of your maximum hit points and does not carry any other equipment aside from equipment you were wearing or wielding upon summoning. You control your nexus copy, acting independently from you and performing it's actions immediately after you do in initiative order. Your copy also has half of your maximum temporal points, and can use temporal shifts just as you would on it's turn, though it cannot regain temporal points through critical hits. 

Your nexus copy disappears after one minute, if the copies hit points are reduced to 0, or you fall unconscious. Once this ability ends, you gain 1 point of exhaustion and cannot use this feature again until you complete a long rest.

Previous Versions

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6/10/2024 5:27:41 AM
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2/26/2025 4:37:44 AM
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Chrono Blade Image

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