Temporal Agent

Exploring into the depths of reality, you've discovered the existence of alternate timelines leading to many a variety of fates, all genunine in their own sense. How you ended up making this discovery is for you to determine, but through it you've also practiced techniques that give you a more particular control over the destinies that affect whichever timeline you have chosen to be your own, along with how dangerous doing such can be. As a Temporal Agent, it is for you to figure out how to put these powers to use, but you must always remember tampering with the primal force of Time itself too much can lead to hazardous paradoxes and deadly situations.

Insight into the Future

At 3rd level, as an action within the present, you may summon a version of yourself that is actively in the future. When you do so, you immediately see and hear using the senses of the version of your future self, and you are considered deaf and blind in regard to the senses of your present self.

For a number of rounds equal to your Intelligence modifier, you control your future self as if it was you. As your future self, you may move normally but the only actions you may take are the Dash and Search actions, which you can use as bonus actions as your future self. Your future self cannot interact with creatures or objects, nor can creatures interact with it. In addition, it counts as invisible to any creature without true sight.

While acting as your future self, your DM should describe events as if time is moving normally and when you return to your present self, events should occur as they did unless actions taken by creatures (such as you and your allies) cause them to change.

Once the duration ends or when you dismiss it (no action required), your future self disappears and you return to the senses of your present self. When you return to your present self, no time is considered to have passed, and you learn everything your future self had figured out.

You may use this ability three times and regain expended uses after finishing a long rest.

Power of the Past

Also at 3rd level, you may call upon the skill of a previous self from moments before. When making an ability check, attack roll, or saving throw, as a reaction, you may use a roll of yours from the last round for the appropriate roll (meaning for example, you can only use a saving throw from the previous round to replace a saving throw made in this round) in place of one you've made this round.

You may use this ability three times and regain expended uses after finishing a long rest.

Focus upon the Present

At 9th level, you have a further understanding of the flow of time and its workings. As an action or a bonus action, you may cast haste upon yourself. You may do this a number of times equal to your rogue level divided by 3, rounded down, and regain expended uses after finishing a long rest.

Fast Forward

At 13th level, you may now use your Insight into the Future feature and while the ability is active, you can have your present self disappear and designate a round throughout the duration of Insight into the Future. During any time between the beginning of the round you designated and the turn you rolled initiative for, you may reappear at the space your future self was occupying and immediately take an additional turn this round. Any attack you make on the turn you reappear is made at advantage and gains a bonus to the attack and damage rolls equal to your Intelligence modifier. You cannot use this feature again until you finish a long rest.

In addition, you can use your Insight into the Future feature as a bonus action within the present.

Rewind

At 17th level, as an action, you may reverse time on a single creature that you can touch. Any hit points lost since the beginning of the last round are restored, any effects placed upon the target since the beginning of the last round are removed, any abilities or spell slots expended since the beginning of the last round are regained, and the target is automatically teleported to the location it started the last round at. If the location is occupied, it instead teleports to the closest unoccupied place.

You cannot use this feature again until you finish a long rest.

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