Rogue: Zeitgeist

by Jek

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Rogue: Zeitgeist

The name Zeitgeist was not something you strode towards, but rather was given to you. A Zeitgeist is a word used to describe a particular time period, but when translating back to its origin it translates to "Time Ghost." And that is what urban legend refers to you as, a ghost in time. A creature who may be a whirlwind of blades when need be, and can make a quick escape in any moment.

A Zeitgeist manipulates time without direct access or study to chronomancy. Some Zeitgeist have been cursed or affected by Chronomancers, while some have come in contact with greater forces that have dominion over time. No matter the cause of a Zeitgeist's creation though, a ghost of time will not be halted, and those foolish enough to attempt to challenge one will not even see their killer move until it is too late.

Chronos Strike

Beginning when you take this subclass at 3rd level, you gain a new way to use your sneak attack feature, through the use of a Chronos Strike. A Chronos strike is a regular weapon attack rolled at disadvantage, and you do not need advantage on the roll of a Chronos strike to use your sneak attack.

As apart of your cunning action, you may make a Chronos Strike before or after the effects of the action have taken place. If you are dual wielding and use your bonus action to two weapon fight, you may choose to instead make two Chronos Strikes.

Speed Demon

At 3rd level, whenever you successfully attack a creature on your turn and deal sneak attack damage, your movement speed increases by 10ft, until the end of your next turn.

Undertime

By 9th level, your perception of time being slowed, gives you an advantage outside of battle aswell. Tasks under 2 hours involving some kind of tool check can be done in 1/3 the time. Also, if you have moved more than 30 feet on your turn during combat, you gain advantage on sleight of hand and investigation checks.

Flow Distortion

Once you reach 13th level, as a bonus action, you may choose to enter a time distorting frenzy, you gain the following benefits. However, while this is active, you take 1d10 psychic damage at the beginning of each of your turns.

  • You are under the effects of the Haste spell
  • Any hostile creature of your choice that you successfully attack, or that starts it's turn within 15ft of, must make a constitution saving throw with the DC = 8 + your Proficiency bonus + your Dexterity Modifier. On a fail, under the effect of the slow spell until the end of their next turn.
  • Once per turn you may cancel the effects of disadvantage on one weapon attack.

This lasts for 1 minute, and you are concentrating on it as if it were a spell. It also ends early if you fall unconscious, your speed becomes zero, or you are restrained. It can also be ended early as a bonus action on your turn. Once you use this feature you may not use it again until you finish a long rest.

Ghost of Time

At 17th level, You may choose to jump through time. As an action, you briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 2 turns in a row, during which you can use actions and move as normal. During this period, your movement speed is doubled, and any attack you make has advantage. This effect ends if you miss an attack, or after the two turns have passed. Once you use this feature, you may not use it again until you finish a long rest.

Art Credit

Nixell Cho - Artstation

 

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