Roguish Archetype - Thief of Time


Many a rogue focuses on the material - gold, gems, or precious pieces of art, the thief of time instead seeks to steal time itself, cutting their way through reality to spring ahead and slow others. How exactly a Thief of Time gains their abilities varies, but dedicated practice at martial techniques has been proven to be a viable path. By focusing their mind and gaining personal mastery over their surroundings, even the most normal of people untouched by magic can accomplish great things, using their blades and bolts to weave the threads of fate to their own benefit.

If a Thief of Time feature calls for a saving throw the save DC is DC8 + your dexterity modifier + your proficiency bonus

Twist Time

From 3rd level when you roll initiative you can choose a creature within 60 feet that you can see and force them to make a dexterity saving throw. If they fail, their initiative count is reduced by the amount between their result and your save DC, and your initiative count is increased by that same amount.

Momentum Halted

From 3rd level, you can use your bonus action on a turn to force a target creature within 30ft to make a Constitution saving throw. If they fail, you can choose to steal their movement, bonus action, or reaction. Until the end of their next turn they cannot use the chosen action.

Alternatively, you can use Momentum Halted as an Action. If you do so, you can choose to steal their action in addition to one of the above options when they fail their saving throw.

Momentum Halted can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Stolen Time

From 9th level you learn to channel your temporal energies into your weapons. When you deal sneak attack damage you can use Stolen Time against the creature damaged. The target must succeed on a Constitution saving throw or be Slowed (as the spell) for 1 minute. They may make a new constitution saving throw at the end of each of their turns to end this effect early.

While a creature is Slowed by this feature you gain the effects of the Haste spell, though you do not suffer lethargy when it ends.

Stolen Time can be used a number of tims equal to your proficiency bonus. You regain one use on a short rest, and all uses on a long rest.

Momentum Transferred

From 9th level when you use Momentum Halted on a creature and they fail their saving throw, you can transfer the chosen action type to another friendly creature within 30ft. The friendly creature must immediately make use of this on your turn, if they have the capability to do so, otherwise it is lost.

Chronal Motion

From 13th level when you complete a long rest you can infuse some of your temporal magic into one of your allies (other than yourself). Choose one of the following effects to grant them:

Echo. When they take the Attack action, they may make one additional attack. This stacks with other sources of Extra Attack or similar features.

Eternity. When they cast a spell of 5th level or lower that has duration of 1 minute or longer, its duration is doubled, to a maximum duration of 24 hours.

Entropy. When they are affected by a condition or effect that allows a saving throw at the end of the turn to end early, they make the saving throws with advantage.

A creature benefits from Chronal Motion until the end of their next long rest.

Re-Do

From 18th level you gain the ability to turn back time itself, and seek out another timestream. As a reaction to a creature ending their turn you can reverse time. All effects of their turn are undone, and their turn starts again as if it never took place, however they must follow a different timeline - they cannot take the same Actions, Bonus Actions, or Reactions that they took the first time they took their turn.

Re-Do can be used a number of times equal to your proficiency bonus. You regain one expended use on a short rest and all expended uses on a long rest. After using it once, you must roll initiative again before being able to use it a second time.

From 20th level, this can be used twice per combat.

Stopped Time

From 18th level your own clock stops. You no longer age, either by mundane or magical means, and cannot die from old age.