Rogue
Base Class: Rogue

Time is supposed to move in one direction.

A Chronoclast disagrees.

Rather than carefully studying the mysteries of time, Chronoclasts seize control of it through instinct, fury, and sheer force of will. Their anger can push their bodies beyond their normal limits, their awareness stretches across moments that have yet to occur, and their attacks can rob an enemy of precious seconds before they ever have the chance to use them.

As their power grows, a Chronoclast learns to fracture their own timeline, dragging an alternate version of themselves into the present to fight from places they have never stood and escape blows that should have struck true. Eventually, even death becomes less certain as they learn to establish moments in time to which they can return, discarding futures that no longer suit them.

Chronoclasts rarely fight with the careful precision expected of other rogues. They are aggressive, relentless combatants who thrive in the middle of a fight, turning pain into opportunity and treating the laws of causality as little more than another obstacle to break.

To face a Chronoclast is to fight an opponent who may already know what you are about to do, and who has absolutely no intention of letting you do it.

Level 3: Temporal Fury

Starting at 3rd level, your anger fractures the flow of time around you, accelerating your movements and allowing you to exploit openings before they should exist.

As a bonus action, you can enter a Temporal Fury for 1 minute. The fury ends early if you are incapacitated or if you choose to end it as a bonus action.

While your Temporal Fury is active, you gain the following benefits:

Unrelenting Assault. Your walking speed increases by 10 feet.

Brutal Opportunity. You don't need advantage on your attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other hostile creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

Temporal Endurance. When you activate your Temporal Fury, you gain temporary hit points equal to twice your rogue level plus your Constitution modifier.

Stolen Seconds

While Temporal Fury is active, you can use a bonus action to distort the passage of time around a creature within 5 feet of you. The creature must succeed on a Constitution saving throw against your Chronoclast spell save DC or have disadvantage on its next attack roll before the start of your next turn.

You can use Temporal Fury a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 3: Temporal Retaliation

Starting at 3rd level, pain and anger sharpen your perception of the immediate future, allowing you to see exactly how you're going to return the favor.

When a creature you can see deals damage to you, you can use your reaction to mark that creature until the end of your next turn.

The next attack roll you make against the marked creature before the mark ends has advantage. Once you gain advantage from this feature, the mark immediately ends.

Stolen Seconds

While your Temporal Fury is active, you can use a bonus action to distort the flow of time around one creature you can see within 5 feet of you. The creature must succeed on a Constitution saving throw against your Chronoclast spell save DC or have disadvantage on the next attack roll it makes before the start of your next turn.

You can use this feature once per turn while Temporal Fury is active.

Level 3: Temporal Magic

Starting at 3rd level, your connection to the flow of time manifests as limited magical abilities. These abilities are instinctive expressions of your temporal nature rather than the result of magical study.

You learn the true strike cantrip.

You can also cast misty step once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

As your control over time grows, you gain access to additional spells. At 5th level, you can cast blur once without expending a spell slot. At 9th level, you can cast haste once without expending a spell slot. At 13th level, you can cast slow once without expending a spell slot. At 17th level, you can cast hold monster once without expending a spell slot.

Once you cast misty step, blur, haste, slow, or hold monster using this feature, you can't cast that spell using this feature again until you finish a long rest.

Constitution is your spellcasting ability for these spells. Your spell save DC equals 8 + your proficiency bonus + your Constitution modifier, and your spell attack modifier equals your proficiency bonus + your Constitution modifier.

Level 9: Fracture in Time

At 9th level, you can reach into the fractured possibilities of your own timeline and drag another version of yourself into the present.

As a bonus action, you manifest a temporal fracture of yourself in an unoccupied space you can see within 30 feet of you. The fracture lasts for 1 minute, until you dismiss it as a bonus action, until you are incapacitated, or until it is destroyed.

Your fracture is a magical image of you. It has an Armor Class equal to 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it must make a saving throw, it uses your bonus for the roll. The fracture occupies its space.

On your turn, you can mentally command the fracture to move up to 30 feet in any direction. No action is required. If the fracture is ever more than 60 feet from you at the end of your turn, it is destroyed.

While your fracture exists, you gain the following abilities:

Fractured Assault. When you make a weapon attack as part of the Attack action, you can make that attack as though you occupied your space or the fracture's space. You make this choice for each attack.

Trade Places. As a bonus action, you teleport, magically swapping places with your fracture.

Wrong ******* *****. When you are targeted by an attack while your fracture is within 30 feet of you, you can use your reaction to magically swap places with the fracture before the attack roll is made. The attack instead targets the fracture. After the attack is resolved, the fracture is destroyed whether the attack hits or misses.

You can use Fracture in Time twice, and you regain all expended uses when you finish a long rest.

Level 13: Steal the Moment

At 13th level, your control over time extends beyond your own timeline, allowing you to steal precious moments from your enemies.

When you deal Sneak Attack damage to a creature, you can force that creature to make a Constitution saving throw against your Temporal Magic spell save DC. On a failed save, choose one of the following effects:

Stolen Step. You steal the moment in which the creature would have moved. Its speed becomes 0 until the beginning of your next turn.

Stolen Response. You steal the moment in which the creature would have reacted. It can't take reactions until the beginning of your next turn.

Stolen Momentum. You disrupt the creature's immediate future. It has disadvantage on the next attack roll it makes before the beginning of your next turn.

Stolen Sight. You remove yourself from a moment of the creature's perception. You are invisible to that creature until the beginning of your next turn. This effect ends early immediately after you make an attack against that creature or force it to make a saving throw.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 17: Fixed Point

At 17th level, your authority over your own timeline becomes nearly absolute.

As a bonus action, you establish your current existence as a Fixed Point in time. When you do so, record your current hit points, your location, and any conditions currently affecting you. Your Fixed Point lasts for 1 minute.

At any point during that duration, you can use your reaction to reject your current timeline and return to your Fixed Point.

When you return to your Fixed Point, you teleport to the space where you established it, or the nearest unoccupied space if that space is occupied. Your hit points become the amount recorded when you established the Fixed Point, and any conditions affecting you that were not affecting you when you established it immediately end.

Returning to your Fixed Point cannot restore expended spell slots, Hit Dice, magic item charges, class or subclass feature uses, or any other limited-use resource. It also cannot restore equipment, consumable items, or other objects that were expended, destroyed, lost, or otherwise changed after you established the Fixed Point.

Other creatures, objects, and events are not returned to their previous states. Only your personal timeline is rewritten, and you remember everything that occurred after establishing your Fixed Point.

Once you establish a Fixed Point, you can't do so again until you finish a long rest.

I Remember How You Die. When you return to your Fixed Point, you retain knowledge of the timeline you discarded. Until the end of your next turn, you have advantage on attack rolls against any creature that dealt damage to you after you established the Fixed Point.

The first time you deal Sneak Attack damage to one of those creatures during this duration, don't roll your Sneak Attack dice. Instead, each Sneak Attack die deals its maximum possible damage.

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