Rogue
Base Class: Rogue

You've learned how to tap into adjacent timelines and can pull them into yours for a time. Maybe you found yourself the subject of a mad mages experiments, or have the ability to peer into the future, you have learned to call upon these other possibilities in times of need, chronophasers are notoriously hard to pin down.

Level 3: Chronal Cells

You have an amount of Chronal Cells equal to your Intelligence modifier (minimum of 1). A Chronal Cell is expended when you use it. You regain all expended Chronal Cells when you finish a Short or Long Rest.

If you have 0 Chronal Cells remaining, you may regain an amount of Chronal Cells equal to your Intelligence modifier by expending half of your maximum Hit Die. If you have no Hit Die remaining, you may instead choose to gain 1 level of Exhaustion to do the same.

Level 3: Altered Precision

When you choose this archetype at 3rd level, you may expend 1 Chronal Cell to reroll any attack, ability check, or saving throw, as well as any amount of die once when you roll Sneak Attack damage and take the higher number. You may do this as many times on one roll as you have Chronal Cells to expend.

Level 3: Temporal Wind

Starting at 3rd level, your Cunning Action gains additional uses due to your new insight into the movements of time:

Fast Forward - When you Dash as a Cunning Action, you may additionally use your movement to teleport to a space you can see within your movement range. This requires the same amount of Speed as it ordinarily would for you. After using this, your Speed is 0 until the end of your turn.

Rewind - When you Disengage as a Cunning Action, you may teleport to a space you've previously occupied on the same turn, so long as it is no longer occupied. After using this, your Speed is 0 until the end of your turn.

At 9th level, your skill at manipulating a short stint of time further:

Pulse Distortion - When you use your Cunning Action, you may expend 1 Chronal Cell to additionally gain the effects of the Blur spell until the start of your next turn.

Quickplay - When you Dash as a Cunning Action, you may expend 2 Chronal Cells and take one additional action, except the Magic action. During this action, you regain use of your Sneak Attack feature.

Level 9: Splicing

By 9th level, you've learned to manipulate local time on a cellular level. As an Action, you may spend 2 Chronal Cells to touch a creature or object and heal all damage it has taken since the end of its last turn. You may additionally spend 1 Chronal Cell per Condition you wish to remove from a creature. If a creature has died in this time, you may instead spend 3 Chronal Cells and gain 1 level of exhaustion to return the creature to life.

Level 13: Ephemeral Favor

At 13th level, you've learned to extend your sheath of time onto others. As a Bonus Action, you may expend 1 Chronal Cell to grant any of the effects of your Temporal Wind feature to a number of creatures other than you that you can see equal to your Intelligence modifier (minimum of 1). If you do so, that creature gains the effect instantly and loses it at the start of your next turn.

Inevitable End

By 17th level, you can peer into the optimal future in the blink of an eye, granting you insight into your foes defenses. When you make an attack against a creature, you may use your Reaction to decide to automatically hit. This hit is considered a Critical Hit, additionally, you deal the maximum damage instead of rolling. Once you use this feature, you can’t use it again until you finish a long rest.

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