Base Class: Rogue
Control the powers of time. Like that one guy from Persia. But beware time paradoxes, be they good or bad.
Time Shards
Starting at the 3rd level, you have the ability to break off a shard of time. Time Shards hold a small amount of time that can be used to create rewind time. If you hit with a sneak attack your target must make a charisma saving throw. On a failed save they take 1d6 necrotic damage and you gain 1 time fragment. Once a target has failed this save they cannot be the target of this ability again. The creature must be the size small or larger to be a valid target. You can hold a maximum amount of time shards equal to you charisma modifier. They do not replenish or go away on a rest.
Save DC = 8 +proficiency bonus + charisma bonus
Tides of Time
When you choose this archetype, you gain the ability to use a time shard while conscious to rewind time in your favor allowing you to roll a skill check, saving throw or attack roll with advantage. Once you do so a paradox happens, roll a D100 on the paradox table (your DM can choose to prevent the roll).
Paradox
When a time thief uses a time shard you may end of creating a time paradox, roll on the Paradox table. Paradox saves, are charisma saves with a DC = 8+your charisma modifier+proficiency
D100 | Paradox |
---|---|
1 | Your time speeds up as everything halts around you, make a paradox save or disintegrate. |
2-3 | Time is out of whack re-roll on this table for a minute. |
4-5 | You age 1d4 years and make a Paradox save or suffer 2 levels of exhaustion. |
6-7 | You age 1 year and make a paradox save or suffer 1 level of exhaustion. |
8-9 | Slow is cast on you and 5 of the nearest creatures, all make a Paradox save. |
10-11 | Slow is cast on you make a Paradox save. |
12-13 | 1d4 Collectors appear and target you. |
14-15 | 1 Collector appears and targets you. |
16-17 | You age 1 year and take 4d8 necrotic damage. Paradox save for half. |
18-19 | Make a Paradox save or be banished to the future for 1 minute. |
20-21 | DM casts scatter on the entire party, everyone makes a Paradox save. |
22-23 | A copy of yourself appears and attempts to kill you, all of it's equipment disintegrates with it when it dies. |
24-25 | You are sent 1 turn into the future, you reappear at the end of your turn. |
26-27 | The next attack roll you make is at disadvantage. |
28-29 | You lose 15 feet of movement for 1 round. |
30-31 | Suffer a time feedback take 2 times your level in damage. |
32-33 | You age 1d10 years. |
34-35 | The creature nearest to you grows 1d10 younger or older DM's choice |
36-37 | You go back in time and mess up you parents meeting, change to a random race.(racial abilities change) |
38-39 | Somethings different and isn't how it was supposed to be. |
40-41 | You shift 5ft in a random direction, Dm's Discretion. |
42-43 | You misplaced an item in time some time ago, well you found it, you trip on it and fall prone. |
44-45 | You age 1 year. |
46-47 | You are warped through space with no control, the DM may move you up to 30 feet in any direction. |
48-49 | You are your own grandparent . |
50-51 | The Strangest Paradox you are both your own mother and own father. Don't ask how you'll figure it out later. |
52-53 | You are destined to meet yourself in the future, only one will live. |
54-55 | You a warped through space, cast misty step. |
56-57 | You grow 1 year younger. |
58-59 | You find a misplaced mundane item in your pocket. |
60-61 | You shift 5ft in any chosen direction |
62-63 | Things are working exactly as seen. |
64-65 | You go back in time and mess up you parents meeting, change to a random race.(no racial abilities change) |
66-67 | The creature nearest to you grows 1d10 younger or older their choice. |
68-69 | You grow 1d10 years younger. |
70-71 | You traveled to the past and made a small investment gain 1d100 gold. |
72-73 | Help is sent by you to you from the future, DM decides how. |
74-75 | You blink in and out of time, you gain the effect of blink but instead of the ethereal plane you skip through time. |
76-77 | You gain 15ft of movement for 1 round. |
78-79 | The next attack roll you make is at advantage |
80-81 | Target 1 creature they make a paradox save or are banished to the future in one minute. |
82-83 | You cast mirror image on yourself. |
84-85 | You cast haste on yourself. |
86-87 | You grow younger 1 year and gain the effect of cure wounds. |
88-89 | You grow younger 1 year and gain the effect of lesser restoration. |
90-91 | You grow younger 1d4 years and gain the effect of a greater restoration |
92-93 | You gain the effect of a short rest. |
94-95 | You gain the effect of a long rest. |
96-97 | You gain up to your maximum amount of time shards. |
98-99 | You gain a turn immediately after your current turn. This can only happen once per round. |
100 | You gain the effect of the foresight spell. |
Back from the Future
You can cast augury once per day without spell components.
Steal Time
You may use your reaction to spend a time shard and cause a roll of your choice to be rolled at disadvantage.
Time Mastery
You may now roll twice on the paradox table and choose which roll to use.
Where do I find the Collector Stat-block?
You might want to put in the descriptions what levels the character would get each of the abilities.
I'd recommend changing what the paradox save is based off of. If I am rolling a CHA save but my DC is also based off of CHA, then the actual roll is just a normal d20 against a DC of 8 + proficiency, since the CHAs cancel each other out. If I am a level 10 rogue with a 16 CHA, then my CHA save would be +3 and my DC would be 15 [8 + 3(CHA) + 4(prof)], but since both DC and save use CHA, I would effectively have a save of +0 and DC of 12.
Additionally, since rogues don't get proficiency with CHA saves naturally, basing the DC off of proficiency is essentially making the DC tougher as my level increases. Since the actual CHA doesn't matter, the DC at 5th level would be 11 while at 10th it would be DC 12. The core feature of this archetype is getting harder to use as you become more experienced. It would be better to either base it off of a flat DC (like just always make it 15 or whatever number you feel is appropriate), or start out with a low DC and make it increase either as more shards are gained (DC = 10 + number of shards, for example) or each the character uses one of the shards (DC 11 for first time, and DC increases by +1 for each shard that day afterwards. So the 5th shard would be at DC 15. Reset at long rest).
If you absolutely want the Paradox DC to be based of CHA, then maybe the character should roll something other than a CHA save. Perhaps they must roll a CON save instead, as they try to withstand the ravages of time destroying their body.