Roguish Archtype; Time Thief

A Time Thief is someone who specializes in stealing the most valuable commodity of all - Time. Rogues that have learned to cultivate the horses of time can trade it for power, rather than coin. When one plays with time, power is often the true goal. Though fiddling with such a resource can come at great cost...

Fragmantation of Time

Starting at 3rd level, you gain the ability to hold fragments of time that can be used in diverse, special ways. You can hold charges equal to your charisma modifier + your proficiency bonus (minimum 1). After a long rest, you can choose to gain one level of exhaustion to regain all spent charges. A willing ally can choose to gain a level of exhaustion in your place. You are able to spend these charges to activate temporal abilities. Some abilities require that a target to make a saving throw against your Temporal Ability DC.

Temporal Ability DC = 8 + your Charisma modifier + proficiency bonus

Thieving Time

Also at 3rd level, if you roll for damage with your sneak attack dice, the target must make a charisma saving throw against your Temporal Ability DC. On a failed save, the target takes 1d6 necrotic damage and you gain one charge. You cannot exceed your maximum charge limit this way. Once a target has failed against this feature, they cannot be affected again for seven days.

This feature can not affect a tiny creatures. Undead automatically succeed on the saving throw. Constructs roll at advantage.

Lesser Time Manipulation

Time is something you can shape and alter, spending it in exchange for powers comparable to magical spells, known as Temporal Effects which come as Lesser, Greater, and Grand.

At 3rd level, you gain three Lesser Temporal Effects: Steal Time, as well as two others of your choice. You gain an additional Lesser Temporal Effect of your choice at 8th, 13th, and 18th level. After finishing a long rest, you can exchange any number of these effects for others on the Lesser Temporal Effect list, though you cannot swap out Steal Time.


Anomaly of Time, or Time's Revenge

The ebb and flow of time is a churning ocean of chaos. To dare to guide and shape it's path can have dire consequences. At 3rd level, when you gain the ability to manipulate time, you have a limit to what you can safely do. Your Temporal Limit decides how far you can go before dangers begin to present themselves. You can spend up to that many charges without ill effects. For every charge you spend after reaching that limit, you must roll a d100 and immediately suffer the effect described on Time Anomaly table below. Once you have finished a long rest, you can once again spend charges up to your limit without rolling on the Time Anomaly table.

Temporal Limit = Your Charisma Modifier.

Time Anomaly
d100 Effect
1-5 No Effect.
6-10 You instantly age 2d6 years.
11-20 Revert any non-necrotic damage you dealt with your last attack. If you are not in combat, or if you have not made an attack the current combat, roll again.
21-30 You instantly appear 10 feet in a random direction. If the space is occupied, you appear in the nearest available space. If this space is next to an enemy, they can make an opportunity attack against you.
31-40 You suffer 1 level of exhaustion (to a maximum of 5), and age 1 year.
41-50 You suffer 2 levels of exhaustion (to a maximum of 5), and age 1d4 years.
51-60 You are sent 1 turn into the future. You disappear until the end of your next turn.
61-70 You suffer time feedback, taking 3d6 necrotic damage.
71-75 You are suddenly under the effect of the Slow spell. The spell lasts for 1 minute. You cannot save against this effect. If already under the Slow spell, no effect.
76-80 1d6 random non-magical items in your possession that you are wearing or carrying crumble into dust.
81-90 A Collector appears. See statistics below.
91-95 1d4 Collectors appear. See statistic on page 4 of this document.
96-99 A copy of yourself appears in a random spot within 30 feet of you. The copy is hostile and attacks, trying to kill you. After dying, its corpse and equipment disintegrate.
100 A copy of yourself appears in a random spot within 30 feet of you that you control on your turn. After 1 minute, the copy and everything it appeared with vanishes.

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Touch of Time

Though time flows wildly forward, the past is a calm stream. Starting at 9th level, you can see into this stream, and thus gaze into the past.

By touching an object, you instantly know how old it is. By touching a creature you can accurately tell its age instantly. By expending a charge, you know what happened within 40 ft. of the object or creatures for the last hour. You can instead spend 2 charges to see 24 hours into the target's past, 3 charges to see seven days, 4 charges to see 1 month, five charges to see 1 year, or 6 charges to see any point in the object's or creature's past. This will work on corpses provided the target was alive during the area of time you look into. The target must be still for this feature to take effect.

Greater Time Manipulation

Starting at 13th level, your Temporal Limit increases to be your Charisma modifier + 1.

In addition, you gain one Greater Temporal Effect from the list given below. At the end of a long rest, you can switch which of these effects you know.

Time Control

Starting at 17th level, you now regain one charge at the end of a short rest, and regain all charges at the end of a long rest.

You also gain one of the Grand Temporal Effects listed below. At the end of a long rest, you can switch which of these effects you know.

Temporal Effects

Lesser Temporal Effects

Unless otherwise stated, these effects cost one charge.

Steal Time. As a standard action, spend one charge and make an attack against a creature. If the target is hit, it must make a Charisma saving throw against your Temporal Ability DC. On a failure, the targets takes 1d4 necrotic damage and ages one year. You can spend additional charges to increase the damage by 1d4 and age the target another year. For every year the target ages, you decrease in age by one year. You are unable to decrease your age under the age you chose the Time Thief archetype.

Alternatively, you can spend three charges to deal the regular damage and add one year, and immediately create a small gemstone called a Time Shard that you immediately gain. As an action, you can use a Time Shard to decrease any target's age by one year with no restriction or penalty, consuming the item. You can only carry Time Shards equal to your Charisma modifier, and any unused time shards created this way vanish after seven days.

Accelerate Condition. When you are affected by a condition that requires you to make a saving throw against the effects at the start or end of your turn, such as being stunned or poisoned, and it is your turn, you can immediately make a saving throw against one condition. This effect can be used multiple times on your turn at the cost of one charge per use.

Deja Vu. After you have failed a saving throw, as a reaction, roll the saving throw again. Alternatively, you can spend two charges to roll the saving throw again with advantage.

Revert Mechanism. Add your Charisma modifier (minimum of 1) when using your thieves tools to disarm a trap or open a lock. Gain this again for every charge spent after the first.

Undo Wounds. As an action, you can touch yourself or an ally and heal the target for 1d6 + your Charisma modifier (minimum of 1). You can spend additional charges to increase the healing by the initial amount per charge.

Steal Momentum. As a bonus action, all creatures within 10 feet of you make a Constitution saving throw against your Temporal Ability DC. Every creature that fails loses 10 feet of speed, and you gain 10 feet of speed for every failed creature. This effect lasts until the end of your next turn. For every charge spent after the first, this effect lasts an extra turn.

Temporal Counter. If you are hit with an attack, you can activate this ability. Make an attack roll. If your roll is higher than the enemy's attack roll, you avoid the damage. If you avoid the damage, you can spend an additional charge and use your reaction to make one attack against the enemy that attacked you, using the number you just rolled.

Slow Dodge. As a bonus action, you can add your Charisma modifier (minimum of 1) to you AC for until the end of your next turn. For every charge spent after the first, this effect lasts an additional turn.

Foresight. As a bonus action, you can ready both your action and movement action on the same turn and give each a separate trigger. Alternatively, at the cost of two charges, you can gain a second reaction.

Timeline Overlap. At the cost one, two, or three charges, you cast the spell Mirror Image. Instead of three duplicates, you gain a duplicate for each charge spent. All creatures are affected by casting Mirror Image this way, except for those with Truesight.

Sneak Through Time. After rolling for a stealth check, you can spend a charge to reroll. For every charge after the first, add your charisma modifier (minimum of 1).

Jump Through Time. As a reaction, you instantly appear in another square within 15 feet. For every extra charge, the range is increased by 10 feet. You do not invoke any opportunity attacks.

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Greater Temporal Effects

Effects gained at level 13.

Great Burst of Time. Spend any number of charges. Divide the number of spent charges in half. You gain half of this amount added to both your attack and damage rolls until the end of three of your turns. If the number of charges spent is an odd number, you must subtract 1 from the total of charges spent, and then add +1 to either your attack or damage roll. If you spend more than four charges, you gain 1 extra movement action each turn this effect is in place.

Great Time Drain. When you make an attack against a creature and deal damage, you can spend two or more charges to remove one of the creature's actions from its next turn, and immediately add that action to your current turn. By spending two charges you can steal a bonus action, for three charges you can steal either a reaction (if the creature hasn't used it) or a movement action, for four charges you can steal the target's standard action.

Great Time Jump. As an action, you spend 2 charges and appear anywhere you have been within the last hour. If the space is now occupied, you immediately know this and can choose a different location available. For every charge you spend after the first two, you can take that many willing creatures with you provided they are within five feet of you. You can instead spend two charges after the first to select one unwilling target within five feet. The target must make a charisma saving throw against your Temporal Ability DC. On a failed roll, that target appears within five feet of the space you appear in.


Grand Temporal Effects

Effects gained at level 17

Grand Time Stop. As an action, spend three charges and cast the spell Time Stop. If you cast Time Stop this way, your movement speed is doubled. For every additional two charges spent after the first three you can increase the duration of this Time Stop by +1, up to a maximum of 6, but you must spend the charges before rolling to see how long the spell lasts. During this casting of Time Stop, you can spend an additional three charges to affect one creature or object without ending the spell.

Grand Rewind. As an action, spend five charges and select one target you can see within 60 feet of you. This can be an object, a creature, or a corpse. The target appears at its position at the start of its turn from the previous round, and any conditions or damage the target had gained are reverted. The target also loses any memory it had if you choose, or remembers what had happened. If the target is unwilling, it must make a charisma saving throw against your Temporal Ability DC. On a failed roll, the target suffers the effects as normal. On a successful roll, the target takes 5d10 necrotic damage.

Grand Haste. As an action, spend any number of charges. For the number of charges spent, you are under the effects of the Haste spell for that many turns, with no concentration required. You suffer no negative effects from Haste if cast this way. Any charges you collect from the Thieving Time feature while under this casting of Haste can be spent as an action to lengthen the duration.

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The Collectors

A Collector is a strange being. It appears as a vaguely humanoid shaped creature, ghostly and transparent, shifting as if made of running sand. Any other features are distorted and blurred when it is looked at. It's impossible to distinguish one collector from another.

Collectors seem to appear when there's a fault in time. They attack simply by touching with their elongated arms and hands. When summoned by rolling on the Time Anomaly table, the Collector, or Collectors, that appear target only the Time Thief that rolled. They ignore all other enemies or creatures unless one is directly in the path of the Collector and is hostile against it.

A Collector can sense its target anywhere. If the target moves to another plane of existence, the Collector follows. It does not need to sleep or eat; it is tireless and will not stop until it is either destroyed, or has achieved its objective. All clocks around the Collector slow down when one is nearby, though immediately speed up to catch up once the Collector has left. Collectors never speak, but anyone who sees one immediately knows its intent and what it wants.



Collector

Medium monstrosity, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 45(10d8)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 16 (+3) 16 (+3) 12 (+1)

  • Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical weapons.
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages none
  • Challenge 5 (1800 XP)

Time Battery. If a Time Thief that summoned a collector uses a charge or more, all Collector's within 120 ft. gain +1 to hit with Time Sunder, +1 to AC, and 10 ft. of movement per spent charge. These bonuses end if the affected Collector stops pursuing the Time Thief that summoned it.

Actions

Time Sunder. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 19 (4d6 + 4) necrotic damage. On a hit, the target ages 1d4 years. If this target hits the Time Thief, or anyone with time manipulating abilities (such as being able to cast Haste or Slow), the Time Thief is unable to use any Time Thief class features (and spellcasters are unable to cast time-related spells) until three days have passed. Any active Time Thief features (or positive time-related effects for the target) end on a hit. All other class features and spells are unaffected. If the Time Thief is struck with this attack, all Collectors targeting the Time Thief vanish, with no XP rewarded.

Place in Time. If the Time Thief is not within 120 ft. of the Collector, the Collector can use its movement action to appear exactly 120 ft. away from the Time Thief in a random unoccupied space.

Credit to /u/Anothat for original idea.

This version made by /u/TheConflictedWriter

Layout and suggestions by /u/TheOldTubaroo.

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