Base Class: Rogue
Time thieves are known for going past taking pointless coin or trinkets as their abilities allow them to take the most important thing in the entire universe -Time. Rogues of this group focus on gathering more time for their own benefits to achieve the most impossible outcomes.
Shards of Time
The force of Time is nothing to take lightly, expending all charges from your mind can leave physical damage upon the user leaving them exhausted. If you expend your last available Time Shard, you gain one level of Exhaustion.
Temporal Effects
When you choose this archetype at 3rd level, you choose 2 Temporal Effects. Unless otherwise stated you activate it as a bonus action and spending at least 1 Time Shard. You gain an additional Temporal Effect at 8th, 13th, and 18th level.
Accelerate Condition
You can move time forward for the conditions affecting you. You can during your turn spend a Time Shard to gain immediately another saving throw against all conditions affecting you, that allow a saving throw.
Deja vu
After a failed saving throw as a Reaction you may expend 1 Time Shard to re-roll the saving throw. You may spend 2 Time Shards instead to re-roll with advantage.
Revert Mechanism
By spending 1 Time Shard you may gain Advantage with a +5 bonus on using your Thief's tools to disarm a Trap or open a lock. For every additional Time Shard you spend you gain another bonus equal to your Intelligence Modifier to the skill bonus.
Revert Wounds
As a bonus action you can touch an ally or yourself to revert some of the wounds it suffered. The targets heal 1d6 + your Intelligence bonus. You may spend an additional Time Shard to increase the healing by 1d6 for each Time shard you spend (Minimum 1).
Steal Time Essence
As a standard action you may make an attack against a creature. If it hits the creature must make a Wisdom saving throw. On a failed save it ages 1 year and takes 1d6 necrotic damage. Every additional Shard spend increased the damage by 1d6 and the years it ages by 1. You may choose to reduce your age by the number of years stolen. You cannot reduce your age lower than when you started becoming a Time Thief.
Temporal Counter
If an enemy hits you, you may expend 1 Time Shard and roll an attack roll. If your attack roll is higher than the enemies, the attack misses instead and you may use your reaction to make one attack against the enemy who missed you.
Temporal Defense
You may add your Intelligence Modifier to your AC for 1 round. You can spend an additional Time Shard to increase the duration by 1 round.
Temporal Foresight
By spending a bonus action and 1 Time Shard you can ready both a movement action and a standard action. This works like the normal ready action but you can ready both actions at the same time and determine different triggers for both. You can use 2 Reactions until the start of your next turn.
Temporal Overlap
You may cast Mirror Image on yourself as a standard action. This works like the spell but the number of Shards spent determines the number of Images +1.
Temporal Smite
As a bonus action, you may spend one shard to charge your weapon with Temporal Energy for one minute. The next time you hit an enemy with an attack before this effect ends, you may add 1d6 Necrotic damage to the attack, and the effect ends. If this attack would also apply your Sneak Attack bonus, all of the damage from Sneak Attack is converted into Necrotic Damage.
Temporal Stealth
After rolling a Stealth check, you can choose to spend 1 Time Shard and reroll the Stealth check with a +5 bonus. For every additional Time Shard you spend you gain a bonus equal to your Intelligence Modifier to the skill check.
Time Jump
You jump a few seconds into the future. You instantly appear in one free square within your movement range. You may spend additional Time Shards to increase your speed for this movement by 10 feet for each Shard used. You do not provoke attacks of opportunity.
Temporal Surge
At 3rd level as a reaction you may use your control over time to impose advantage or disadvantage (your choice) on any d20 roll. You may declare this ability before or after the roll is made, but before the DM has declared the outcome of the roll. Immediately after the triggering roll is resolved, take 2d6 necrotic damage as your mind strains to effect the very fabric of time. You may use this ability a number of times equal to half your proficiency bonus, rounded down. You regain all uses after a short or long rest.
Touch of Time
A Time Thief learns to read the flow of time by touch, ascertaining the history of objects and people around themselves simply by coming into physical contact with them. At 9th Level, you gain the following abilities:
By touching an object, you are able to accurately tell how old that object is. By expending 1 Time Shard you know what happened within 30 feet of the object for the last hour. By expending 2 Shards you increase the time to the last 24 hours, or with 3 Shards the last 7 days.
By touching a living creature, you are able to accurately tell their age. By expending Time Shards, you can cast your vision back into their past, seeing everything that they have seen. 1 Time Shard lets you see 1 hour, 2 Time Shards let you see the last 24 hours and 3 Shards lets you see the last 7 days. This will also work on dead creatures provided they lived within the selected time period.
Greater Temporal Effects
Starting at 13th level you choose 1 greater temporal Effect.
Greater Temporal Smite
As a bonus action, you may spend Two Time Shards to charge your weapon with vast amounts of Temporal Energy and then immediately make a weapon attack against a target. This attack can benefit from your Sneak Attack damage bonus, even if you have already used your Sneak Attack in this round of combat. All of the damage dealt by this attack is considered necrotic damage.
Time Burst
You Expend all of your remaining Time Shards to warp time around you. For every Time Shard expended in this way you may either make one additional attack, or take one additional move action. These additional actions must be completed before the end of your turn.
Time Drain
As a standard action make one attack roll against an enemy. If you hit you deal normal damage and may spend 2 Time Shards to steal a standard action, 1 Time Shard to steal a movement action, or 1 Shard to steal a reaction and a bonus action. Your target loses it's next action of the stolen type and you immediately gain the stolen type of action. You can only steal each type of action only once per enemy.
Time Control
Starting at 17th level, you regain all expended Time Shards on a Short Rest. At this point you are able to unlock your highest connection to the Universe's Timeline gaining powerful effects with even greater risks. You choose one of the Time Control Effects.
Greater Rewind
As a standard action you can spend 3 Time Shards to shift a target within 60 feet of you that you can see 1 round back in time. The target instantly appears where it was 1 round ago and everything affecting the target since the last round is reverted (Damage, conditions, Memory). You can even use this ability to undo the death of a creature who died no more than one round prior to it's activation. If you target an unwilling conscious target with this ability it must make a Wisdom saving throw. On a failed save the target is affected normally. On a successful save the target instead suffers 5d10 necrotic damage as it resists the time warping effects of the universe. You may also target objects with this ability. After using this ability, you immediately gain one level of exhaustion.
Thief's Time Stop
As a standard action you can spend 3 Time Shards and cast Time Stop. While Time Stop is active your movement speed is doubled. When the spell ends you immediately take 3d8 necrotic damage, as you suffer the feedback of the universe catching up with you.
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