The Blinkblade

Whether through a supernatural event, apprenticeship with a Chronomancer, or otherwise, these rogues' relationship with time is slightly altered. Though odd lapses in time may previously have seemed like a curse, they begin to master this dissonance upon selecting this roguish archetype. When the Blinkblade draws their dagger, no creature is safe.

Flicker

When you choose this archetype at 3rd level, you learn to step through gaps in time that the common eye cannot perceive. As a bonus action on your turn, you can teleport to an unoccupied space within 15 feet of you that you can see. This movement does not provoke opportunity attacks. Any melee attacks made directly after your flicker can gain the benefits of Sneak Attack. If your speed has been reduced to 0 for any reason, you cannot use this feature.

You can use this feature a number of times equal to your Intelligence modifier+ half your Rogue level. Expended uses are replenished after a short or long rest.

The distance you can flicker increases to 30 feet at 13th level.

Chronal Memory

Also at 3rd level, you can manipulate the flow of time, tapping into another creature's memory of the recent past. As an action, you can touch a creature and attempt to look into its memory. It must make a Wisdom saving throw against a DC of 8+ your Intelligence modifier+ your proficiency bonus. On a failed save, you immediately see a flash of its memories from the past hour. The creature is aware that you have tapped into their mind. On a successful save, nothing happens, and the creature is unaware of the attempt.

Once you use this feature, you must complete a short or long rest before you use it again.

Time Keeper's Agility

At 9th level, you gain an additional reaction during each round of combat. Only one reaction can be used at a time.

Also, when a creature you can see forces you to make a Dexterity saving throw, you can use a reaction and expend a use of Flicker to teleport to an unoccupied space outside the area of effect. The distance you can teleport is still determined by Flicker.

Chronum Precision

When your flicker distance increases at 13th level, you also gain the ability to more masterfully wield this power. When you use a bonus action to flicker, you can expend a portion of the flicker at a time, to a maximum of 30 feet. For example, you can flicker 10 feet, attack, and then flicker 20 feet to a new location.

Tether

At 18th level, you gain access to a form of chronomancy that allows you to designate a time and place to attach yourself. You can spend one minute enchanting a 5 foot by 5 foot area as the location of your tether. The tether is imperceptible except by use of a detect magic spell. For the next hour, you can use an action to return to that space, as long as you are within a one mile radius of its location. When you do so, you return to the number of hit points you had at the time the tether was set.

Once you have returned to your tether or after an hour, the enchantment fades and you cannot use this feature again until you complete a long rest.

Credit: Kailyze on deviantart