Base Class: Rogue
Time Thieves are rogues who have learned to steal, store, and manipulate moments themselves. They slip between seconds, erase reactions, and replay stolen instants to outplay reality.
Stolen Moment
When you hit a creature with Sneak Attack, you can force it to make a Wisdom saving throw (DC = your Rogue save DC).
On a failed save:
- The creature loses its Reaction until the start of its next turn.
- You gain a Stolen Moment.
You can store a number of Stolen Moments equal to your Proficiency Bonus.
Temporal Reflex
Your awareness of time makes you unnaturally fast.
- You gain proficiency in Initiative rolls.
- If you roll Initiative with no Stolen Moments stored, you gain 1 automatically.
Additionally, you cannot be surprised while conscious.
Borrowed Seconds
As a Reaction when you are hit by an attack, you can spend 1 Stolen Moment to:
- Reduce the damage by 1d10 + your Rogue level.
- Immediately move up to 10 feet without provoking opportunity attacks.
Time Slip
As a Bonus Action, you can spend 2 Stolen Moments to enter a Time Slip for 1 minute (or until incapacitated):
While in Time Slip:
- You can take one additional Reaction per round.
- Opportunity attacks against you are made at disadvantage.
- You ignore difficult terrain.
- After you move, you can “rewind” 5 feet of your movement once per turn.
Master of Stolen Time
Once per Long Rest, when a creature you can see takes its turn, you can use your Reaction to interrupt it.
The creature must make a Wisdom saving throw.
On a failure:
- Its turn is skipped.
- You immediately take an additional full turn after it.
On a success:
- It still loses its Reaction, and you gain 1 Stolen Moment.
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