Roguish Archetype: Time Thief

Whether through the discovery of ancient secrets once lost to time, or due to studious practice of chronomancy these select few rogues are able to steal something more precious than any treasure: Time itself.

Stolen Seconds

When you choose this archetype at 3rd level, you gain the ability to steal a precious few seconds from the stream of time itself. You have a pool of Stolen Seconds equal to your Intelligence modifier (minimum 1) + your Proficiency bonus. As a reaction, you can expend a number of Stolen Seconds to give yourself various benefits:

1 second. You gain advantage on a Dexterity saving throw, or Dexterity ability check.

You gain advantage on a Dexterity saving throw, or Dexterity ability check. 2 seconds. You can grant yourself advantage on a weapon attack, or force an enemy that is targeting you to make their attack at disadvantage.

You can grant yourself advantage on a weapon attack, or force an enemy that is targeting you to make their attack at disadvantage. 3 seconds. You can take an additional reaction, when an appropriate trigger occurs.

You regain one Stolen Second when you kill a creature with an opportunity attack, and all expended Stolen Seconds when you finish a long rest.

Time Warped

Starting at 3rd level, time around you is never quite stable. Whenever you roll initiative, roll twice, at the start of each round you can choose to act on either initiative roll, but not both.

Parallel Foresight

When you reach 9th level, your ability to manipulate time allows you to peer into your own imminent future. You can spend 1 minute to meditate on your diverging timelines. If your meditation is uninterrupted describe a course of action you and allied creatures could take over the course of the next minute. In an instant, you have a vivid, first-person experience of your most likely future, should you take these actions (Described by the DM).

This vision ends early if your future self takes damage, is forced to make a saving throw, falls unconscious or dies during the course of the vision.

Once you use this ability you can't do so again until you finish a short or long rest.

Borrowed Time

At 13th level, you have figured out how to surgically siphon another creature's time to become your own. As an action you can force a creature that you can see within 30 feet of you to make a dexterity saving throw against your Time Steal DC. On a failure the target is affected as if they were under the effects of the slow spell and you gain benefits as if you were under the effects of the haste spell. Maintaining the effects of Borrowed Time requires concentration.

Time Steal DC = 8 + your Proficiency bonus + your Intelligence modifier.

Once you use this ability, you can’t do so again until you finish a short or long rest.

Split-Second Strike

At 17th level, your connection to the stream of time has become an extension of your very being, giving you a knack for reactive strikes. Whenever you make an opportunity attack you can apply your sneak attack damage as long as you don't have disadvantage on the attack roll.

Additionally, when a creature makes a melee attack against you, you can use your reaction to make an opportunity attack against the attacking creature before the triggering attack is made against you.



































































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Credits Created by: u/PaperScreenFilms

Special Thanks To: The Discord of Many Things. Notably: u/StellaAthena

The Discord of Many Things. Notably: u/StellaAthena Made Using: https://homebrewery.naturalcrit.com/