Base Class: Rogue
A Time Thief is a rogue who gained the ability to steal the most valuable thing - Time. To this, all else pales in
comparison. The Time Thief is often driven by the need to acquire the forces of time.
Those who do learn to use it often elect to follow one of two paths. Join other likeminded individuals and become an agent of Daraphiel, the God of Time, or use this power for their own benefits. Regardless, the resulting abilities breach what most mortals believe possible.
Temporal Well
Starting at 3rd Level, you have the ability to hold small amounts of time transformed into energy. You can hold an amount equal to your Proficiency bonus (minimum 2).
After a long rest, you or a willing ally may take one level of exhaustion until the next long rest. This instantly restores your Time Fragments to your maximum.
You can also rob enemies of their time. If you hit with a sneak attack your target must succeed on a Constitution saving throw. On a failed save, they age 1d4 years and you gain 1 Time Fragment. Once a target fails it's save, it is immune to this ability for 24 hours.
The creature must be size small or larger to be a valid target for this ability.
Save DC = 8 + proficiency bonus + your Constitution bonus
Temporal Manipulation
When you choose this archetype at 3rd level, you choose 2 Temporal Manipulations. Unless otherwise stated, you activate a Temporal Manipulation using your bonus action and spending at least 1 Time Fragment.
You gain additional Manipulations at 8th, 13th & 18th level
Accelerate Condition
You can accelerate the time left for a condition affecting you. During your turn, you can spend a Time Fragment to immediately roll a new saving throw against a single condition affecting you, if it allows for one.
You can spend one Time Fragment for each condition you wish to roll a new saving throw for.
Déjà Vu
After a failed saving throw, you may use your reaction to expend 1 Time Fragment to re-roll the saving throw.
You may spend 2 Time Fragments instead to re-roll with advantage.
Revert Mechanism
You can spend 1 Time Fragment to gain advantage to use your Thieves' Tools to disarm a trap or open a lock.
For every additional Time Fragment you spend, you gain a bonus equal to half your Constitution modifier to the skill check.
Revert Wounds
As a bonus action, you can touch yourself or an ally and expend a Time Fragment to revert some of the wounds suffered. The target heals 1d6 + half your Constitution modifier.
You may spend an additional Time Fragment to increase the healing by 1d6 for each Time Fragment spent.
Steal Momentum
As a bonus action, you can attempt to steal the speed of those next to you. Every creature adjacent to you must make a Constitution saving throw.
On a failed save, the creatures' speed is reduced by 10 feet, and your speed is increased by 10 feet. This lasts a number of rounds equal to the number of Time Fragments you spend (Minimum 1).
Steal Time
As an action, you may make an attack against a creature. If it hits, the creature must make a Constitution saving throw. On a failed save, it ages 1 year and takes 1d6 necrotic damage.
Every additional Fragment spent increases the damage by 1d6 and the years it ages by 1. You reduce your age by the number of years stolen, and you cannot reduce your age lower than when you started becoming a Time Thief.
Temporal Counter
If an enemy hits you with an attack, you may expend 1 Time Fragment and roll an attack roll. If your attack roll is higher than the enemies, their attack misses, and you may use your reaction to make one attack against them.
Temporal Foresight
By spending a bonus action and 1 Time Fragment, 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 each.
Temporal Overlap
You cast Mirror Image on your self as a standard action. This works as per the spell, however the number of images is determined by the number of Fragments you spend + 1 .
Temporal Shield
You may add half your Constitution modifier to your AC for 1 round. You can spend additional Time Fragments to increase the duration by 1 round.
Temporal Sneak
After rolling a Stealth check, you can choose to spend 1 Time Fragment and re-roll the Stealth check.
For every additional Time Fragment you spend, you gain a bonus equal to half your Constitution modifier to the skill check.
Time Jump
You jump forwards a few seconds into the future. You instantly appear in one free square within your movement range.
You may spend additional Time Fragments to increase your speed by 10 feet per Time Fragment for the purposes of this ability.
You do not provoke attacks of opportunity when moving in this way.
Temporal Anomaly
The force of time is nothing to take lightly, and it's manipulation can cause heavy taxes on the body of the manipulator, or even on the surrounding environment.
At 3rd level you are subject to Temporal Anomalies. Once you have spent Time Fragments equal to your Temporal Limit, you are able to push past this limit but if you do, at the end of the round, you must roll on the Temporal Anomalies table.
Your Temporal Limit is equal to your Constitution modifier.
Temporal Anomalies
| d100 | Anomaly |
| 1-5 | You suffer 1 level of exhaustion (to a maximum of 5), and age 1 year |
| 6-10 | You suffer 2 levels of exhaustion (to a maximum of 5), and age 1d4 years. |
| 11-20 | Your last attack is erased from time. Revert any non-necrotic damage you dealt with your last attack |
| 21-30 | You instantly appear 10 feet in a random direction. If that space is already occupied, you appear in the nearest available space. If an enemy is next to this space it can take a reaction to attack you. |
| 31-40 | You instantly age 1d12 years |
| 41-50 | You suffer time feedback. Take 3d6 necrotic damage |
| 51-60 | You get sent 1 turn into the future. You instantly disappear, and return at the end of your next turn |
| 61-70 | 1d6 random non-magical items in your possession deteriorate and crumble to dust. |
| 71-80 | You are affected by the effects of the Slow spell. This effect ends after 1 minute. You cannot make a save against this effect |
| 81-90 | A Collector appears. |
| 91-95 | 1d4 Collectors appear |
| 96-100 | An exact copy of you appears in a random space within 30 feet. It tries to kill you. After dying, its corpse and its equipment disintegrate. |
Touch of Time
At 9th level, a Time Thief learns to read the flow of time by touch.
By touching an object, you can see it's past, and instantly know how old an object is. By expending 1 Time Fragment you know what happened within 30 feet of the object for the last hour. By expending 2 Fragments you increase the time to the last 24 hours, or with 3 Fragments to the last 7 days.
By touching a living creature you can accurately tell their age and by expending Time Fragments you can see their past through their eyes. 1 Time Fragment lets you see 1 hour into the past, 2 Time Fragments lets you see the last 24 hours and 3 Fragments lets you see the last 7 days.
This will also work on dead creatures - provided they were alive within the selected time period.
Greater Temporal Manipulation
Starting at 13th level you can choose 1 Greater Temporal Manipulation.
Greater Time Jump
As a standard action, you spend 1 Time Fragment and rewind your place in time to appear in any place you have visited in the last hour. This affects your placement and not other conditions such as damage.
For every additional Time Fragment you spend, you may bring 1 target with you. A target needs to be adjacent to you, and willing. If it is not willing, the target may make a Constitution saving throw and on a failed save, you bring the unwilling target with you.
Time Burst
You spend all your remaining Time Fragments. For half of your Fragments spent this way, you gain 1 additional attack, and for the other half, you gain 1 extra Move action this round.
If you have an odd number, you may choose whether you get another Move or another Attack.
Time Drain
As a standard action, you make one attack roll against one enemy. If you hit, you deal normal damage and may spend up to 2 Time Fragments to steal a standard action. 1 Time Fragment to steal a move action, or 1 Time
Fragment 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 once per enemy.
Temporal Control
Starting at 17th level, you regain 1 Time Fragment at the end of each short rest and regain half your Time Fragments at the end of a long rest. This powerful effect comes with greater risks. You also choose one Temporal Control Effect.
Greater Rewind
As a standard action, you can spend 3 Time Fragments to shift a target you can see within 60 feet 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 and memory).
You can even use this ability to allow the target to cheat death by spending 2 additional Time Fragments.
If you target an unwilling, conscious creature with this ability, it must make a Constitution saving throw. On a failed save the target is sent back in time as per the ability. On a successful save, the target instead suffers 5d10 necrotic damage as it resists the time-warping forces. You may also target objects with this ability.
After using this ability, at the end of your turn, you must roll on the anomaly table even if you did not reach your
Temporal Limit.
Time Stop
As a standard action, you can spend 3 Time Fragments and cast Time Stop. While Time Stop is active you double all your movement speeds. After using this ability, at the end of your turn roll on the anomaly table -
even if you did not reach your Temporal Limit.
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Posted Dec 16, 2021Thanks man! We have someone who's been playtesting it since the early days of my podcast and he's been loving it and providing useful feedback! He's using a "secret" v2.5 that's currently private to allow me to easily make quick changes etc haha
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Posted Dec 16, 2021Has all the abilities expected of this this class, with some nice and sensible drawbacks. The Touch of Time could be used s a plot device, too. Great job!