Roguish Archetype: Time Thief
It started small, a millisecond here and there. But once a time thief realizes that they have the ability to take time from people literally instead of figuratively, it is only a matter of time until they go for a bigger score.
Time thieves take moments of time here and there, usually so small it's unnoticeable, accumulating it to use all at once at a later date. But when the need arises, more can to be taken, the more skilled the thief, the bigger the score.
Time Thief Features
| Rogue Level | Features |
|---|---|
| 3rd | Time Management, Take Initiative, Nick of Time |
| 9th | Stolen Minutes of Your Time, Giving Action |
| 13th | A Stitch in Time |
| 17th | Take a Moment |
Time Management
When you choose this archetype at 3rd level, you begin to accumulate time as you steal bits of it here and there to use again later. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Take Initiative
At 3rd level, you gain the ability to quicken your reaction time at the cost of someone else's. When you roll initiative and aren't surprised, or incapacitated, you make a Dexterity (Sleight of Hand) check against a creature you can see within 15 feet who is also in the initiative order, contested by the target's Wisdom (Perception) check. If you succeed, you reduce their initiative count by the difference and add it to yours instead.
Nick of Time
Also at 3rd level, you can take a moment in the future from another creature. As an action, you can make a Dexterity (Sleight of Hand) check against a creature you can see within 5 feet of you, contested by the target's Wisdom (Perception) check.
On a success you can choose to take the creature's action, bonus action, movement, or reaction. Once stolen, you gain an additional action of the chosen type until the start of your next turn, and the target cannot use that action until the end of their next turn. The stolen action counts as a being part of a separate turn.
Once you successfully use this feature, you may not use it until you finish a short or long rest.
Stolen Minutes of Your Time
At 9th level, you learn how to continuously siphon time from another creature.
As an action, you can target a creature within 60 feet of you. That creature must make a Charisma saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), on a failed save the creature is subjected to the slow spell for 1 minute. While the target is slowed, you are gain the benefits of the haste spell.
The creature can remake its save at the end of its turns, ending the effect on it on a success. This feature also ends early if you are ever more than 60 feet apart, if either you or the target die, or if you are knocked unconscious. Once the slow effect ends, the haste effect on you also ends, but without the following wave of lethargy.
Once you use this feature, you may not use it again until you finish a long rest.
Giving Action
Starting at 9th level, when you use your Nick of Time feature, you may choose to grant the stolen action to an allied creature within 30 feet of you that is not incapacitated or unconscious.
The creature can then use the stolen action immediately, or until the start of your next turn if a reaction was taken.
A Stitch in Time
Starting at 13th level, you gain the ability to use all of the time that you've been accumulating at a quick pace.
You accelerate the passage of time for yourself and up to ten willing creatures you can see by a factor of 12. You and those creatures gain the benefits of a short rest while only 5 minutes pass for the rest of the world.
During this short rest, you and the creatures you accelerate can make use of any options available during a rest that affect only you and the chosen creatures.
Once you use this ability, you cannot use it again until you complete a long rest.
Take a Moment
Beginning at 17th level, your ability to steal time is no longer limited to the present or potential future.
As a reaction to a creature you can see within 60 feet of you ending their turn, you can force that creature to make a Charisma saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or have its actions within the last round (or 6 seconds) undone. This undoes the actions and the effect of those actions, as a result, any hit points, spell slots, abilities, death saving throws, deaths, etc... that the target spent or caused or happened in response to their actions are reversed.
Once you use this ability, you cannot use it again until you finish a long rest.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.