Rogue
Base Class: Rogue

Agents of Time are often magic-sensitive beings who learned to use their abilities in more....mischievous ways, than the typical spell caster. Agents of Time have learned to bend the laws of time itself to help those around them, or to simply help themselves to some of the more...finer...things in life. Agents of Time are in a mysterious league of their own. And those who have befriended one of these agents, often don't even know it, but can always tell there's something special about them. The Guild of Time, also known as the Tribunal of Chronomatic Knowledge (TOCK) is a mysterious organization that has charged themselves with maintaining timelines and orchestrating the events of history. Agents of Time are a special hand of this guild, as they are the operators in the shadows, that are often used to manipulate the course of history itself. Assassinating leaders, slipping battle plans across enemy lines, preserving the lives of important men and women throughout history, and erasing entire civilizations out of history books overnight. Agents of Time are powerful allies, and terrifying enemies. 

Hands of Time

Player gains the ability to use your knowledge of timelines to give you advantage on Intelligence (History) checks of an item. If you roll a passing number (determined by DM), you have advantage on a Slight of Hand check if you wish to steal the item.

Foresight

Due to your familiarity with timelines, you gain advantage on dexterity saving throws the are required by environmental instances (i.e., avoiding falling debris from natural causes such as a landslide or earthquake), and advantage on dexterity saves from enemies if they REPEAT an attack that requires a Dexterity save. 

Total Recall

As you familiarize yourself with the wibbly wobbly nature of time, you gain advantage on Persuasion when referencing past or future events of a being you've been around for more than an hour (timing determined by DM). The being must make a counter-wisdom throw to resist persuasion, having disadvantage on future events. 

Sands of Time

You have learned how to manipulate time of the beings around you in a way to grant you a sort of advantage over them. When you roll Initiative, you can choose one creature you see within 100 feet of you and apply disadvantage on its Initiative Roll and gain advantage on yours.

Chrono Leech

Your skill with temporal manipulation as improved greatly. When you hit a creature with a sneak attack, you can force it to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier.  If it fails, until the end of your next turn, it is affected by the Slow spell while you gain the benefits of the Haste spell.  This ability does not require concentration.

If a creature succeeds on its saving throw against Chrono Leech, it is immune for the next 24 hours. 

In addition, you better stabilize your own timeline. When Haste ends on you, you suffer no wave of lethargy. You have advantage on saving throws against Slow and similar effects.

Advanced Foresight

Due to your continued familiarity with looking forward in time, you can choose to automatically succeed a Dexterity saving throw from a naturally caused environmental instance (i.e., a rockslide, avalanche, falling tree, etc - anything caused by natural events and not by magical means). Additionally, you provide advantage on the save to one other person within 10ft of you. This ability can be used once every 30 minutes (determined by DM). 

Time Heals All Wounds

Thanks to your immense knowledge of the fabric of time, and your ever growing prestige amongst the Agents of Time, you have been granted the ability to rewrite time itself! Once per long rest, you can rewind time up to an hour (determined by DM). You are aware of the events that happened, but others affected by your time shift are not. If by rewriting time you prevent the death of a creature from happening, they gain one point of exhaustion, but are reverted back to the amount of hit points they had at the time of where the rewind stops. 

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