Rogue
Base Class: Rogue

Chronomasters are rogues that have studied and unlocked the secrets of the flow of time. Time manipulation is a very uncommon and difficult, so chronomasters require a large amount of discipline and willpower, or else their own power may consume them. Even with that in mind, these rogues are limited in their capabilities; they cannot outright change their position in time, but they can change the rate at which time flows for them or for those around them. Due to this, a chronomaster's abilities may look bizarre to bystanders. Due to the long and arduous training required of these rogues, most chronomasters have major reasons why they went down this path---an unsatisfiable lust for power, the need to help friends and loved ones, or some obligation from some higher power.

Basic Chronomancy

You know the basics on how to manipulate time around you. However, your power is not endless. Each time ability uses chrono points, as shown below:

  • Attack Enhancement: You change the rate at which time flows for you when you make an attack, making the enemy less able to defend against it. You can spend 2 chrono points to give one attack you make per turn advantage.
  • Dodge Enhancement: You can slow down time for yourself only to give yourself an edge when dodging attacks. As a reaction when you are targeted by an attack, you can spend chrono points to increase your AC by the amount of chrono points spent, up to a maximum of 5 points spent. 
  • Speed Enhancement: You can slow down time for yourself to increase the amount of distance you can cover in one turn. You can spend chrono points on your turn to increase your movement speed by 5 feet per chrono point spent, up to a maximum of 5 points spent.

A chronomaster has no true limit to the amount of chrono points they can spend. However, they are bound by their chrono limit. The chrono limit shows the amount of time manipulation that a chronomaster can control. Chrono points can be used past the rogue's chrono limit, but the abilities will have increased effect and the user will take negative recoil from the abilities. 

For every chrono point spent past the chrono limit, the chronomaster takes 1d12 psychic damage. Any damage taken from this effect cannot be regained except from a Heal spell or a long rest. Additionally, each ability used past the chrono limit will grant the user 1 level of exhaustion. For example, if a chronomaster uses 3 chrono points on a dodge enhancement past their chrono limit, they would take 3d12 psychic damage and would gain 1 level of exhaustion. If the then use an attack enhancement, then they would take 2d12 psychic damage and would gain 1 more level of exhaustion. If you are reduced to 0 hit points through this damage, then you must make death saves as normal. If you fail your death saves, then you die as normal. If you succeed on you death saves, then you are out into a state of stasis, where time is briefly stopped for you until you gain the benefits of a long rest.

The following changes are added to the above listed abilities of they are used past the user's chrono limit:

  • Attack Enhancement: If an attack that benefits from this ability hits, it automatically counts as a critical hit.
  • Dodge Enhancement: The AC gained from this ability increases to twice the amount of chrono points spent.
  • Speed Enhancement: The speed gained from this ability increases to 10 feet per chrono point spent.

If an ability only partially goes above your chrono limit, the above change still applies, you still gain 1 level of exhaustion, and you take psychic damage for each chrono point past your limit. For example, if your chrono limit is 5 and it is at 4 when you use an attack enhancement, then the attack will count as a critical hit if it hits, you gain one level of exhaustion, but you only take 1d12 psychic damage.

A chronomaster's chrono limit begins at 3 when this subclass is chosen, and increases by 2 for every level gained in this class.

Time Barrage

Starting at 9th level, you gain the ability to slow down time as you attack in order to make multiple attacks in one turn. When you make the Attack action, you spent 5 chrono points to make one additional attack, or 10 chrono points to make 2 additional attacks. If this ability is used past your chrono limit, then you gain one extra attack. This feature can be used on top of any Extra Attack features gained from other classes.

Brief Time Stop

Starting at 13th level, you learn how to briefly stop the flow of time entirely for the benefit of you or your allies. As an action on your turn, you can spend 10 chrono points to choose either yourself or any ally that you can see. Time stops for everything other than that creature, and they can take one full turn during this time. Any attacks made on this turn are made with advantage, and the effects of any spells cast do not occur until time resumes. Time resumes if one of the actions used during this turn affects a creature other than you or your ally or an object being worn or carried by someone other than you or your ally. If this ability is used past your chrono limit, then you can either choose on additional creature to gain the benefits of this ability or you can give the chosen creature one extra turn.

Centralized Time Stop

Starting at 17th level, you learn how to localize your time powers to a sing creature or object. As an action, you can spend 10 chrono points to target one creature. That creature must make a Wisdom saving throw (DC equal to 10 + your Intelligence modifier + your Proficiency bonus). On a fail, they are Paralyzed (this ability ignores a creature's immunity to the Paralyzed condition) for 1d4+1 turns. During this time, if the target, or any object on their person is interacted with in any way, the effect ends, although they can do nothing to stop what is done to them, as they cannot perceive anything while time is stopped for them. If this ability is used past your chrono limit, then you can attack the target and interact with them or items that are worn or carried without the effect ending.

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