February 20, 2017

Chrono Hopper

Roguish Archetype
Comments from the Thumb: Cheers, love! The cavalry's here!

Chrono Hopper

You were exposed to powerful chronomancy magic that disrupted your hold on the flow of time. Whether through accident, experiment, or some artifact or magitech device, you now have the power to accelerate or reverse your position in the flow of time, among other tricks.

Blink
Starting when you select this archetype at 3rd level, you gain the ability to accelerate your forward momentum, crossing short distances in an instant. As a bonus action on your turn, you can teleport up to 20 feet in any horizontal direction to an unoccupied space that you can see, as long as there are no obstacles between you and your destination; for example, you cannot teleport through a keyhole, iron bars, or a transparent surface.

Time Dilation
At 9th level, you learn to slow your perception of time when you are in danger. When your current hit points are at or below half your hit point maximum, you have advantage on Dexterity checks and saving throws, and your AC increases by 2.

Recall
Beginning at 13th level, either as an action on your turn or as a reaction when you take damage, you can leap backward in time, vanishing from your current position and reappearing where you were at the end of your previous turn. If this space is occupied, you appear in the nearest unoccupied space. All physical changes to yourself, such as hit point loss or gain, spell effects, status conditions, or consumed items return to the state they were in at the end of your last turn. This feature does not restore spell slots, the use of this or other features, or magic item charges.
     Once you use this feature, you must finish a short or long rest before you can use it again.

Precognition
When you reach 17th level, you can occasionally catch glimpses of your immediate future. At the beginning of your turn, you can gain advantage on attack rolls, ability checks, and saving throws, you cannot be surprised, and other creatures have disadvantage on attack rolls against you until the beginning of your next turn.
     Once you use this feature, you must finish a short or long rest before you can use it again.



Changelog: 2/20/17: Recall: Changed what Recall affects slightly and clarified the wording a bit.

21 comments:

  1. I see time dilation got changed. Dodge really was too good. Overall it looks like loads of fun to play! Nice work!

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  2. Tribality also did a Tracer archetype with similar abilities several months back. I'd love to test them side by side.

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    1. I have not read that! I might just go and do that -- Tribality tends to write very fun stuff.

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    2. I'll drop the link here if that's ok, my digit-al friend.

      http://www.tribality.com/2016/07/11/chrono-rogue-archetype-for-dd-5e/

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    3. It doesn't explicitly state how far you can blink, but I'm assuming it's a fraction of your movement. I'd originally had mine like that, but the wording ended up being too awkward.

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    4. Tribality's simply said you can use part or all of your movement. Essentially it just allows you to avoid opportunity attacks. I do think you guys did blink better for sure. :D

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  3. I really enjoy blink! I love the possible utility

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  4. Great archetype! a bit on the strong side (no ribbons), but not too much, and the abilities are really thematic.

    Good phrasing for preventing Recall from undoing it's own use (giving examples which do not include ability usage), but maybe it should be specified anyway.

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    1. The lack of ribbons doesn't bother me, as I've always felt rogue archetypes are a little light on abilities to begin with, and ribbons potentially eat up a slot for something useful

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    2. I agree, but since most other rogues do have ribbons, one without is slightly stronger. However it does feel balanced, and rogues really do get too many ribbons.

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    3. Time Dilation is kind of on par with a ribbon, as it only kicks in when you've had your ass beat, and you don't really want to walk around at half health all the time.

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    4. Yeah, that's a good point. A rogue would usually be one of the last people in the party to take serious damage, and even then has decent hp and uncanny dodge, so this feature will not be active most of the time.

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  5. Could you clarify "item use" in the Recall description? It sounds like consumable items/charges could be un-consumed, etc.

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    1. It does not restore charges to items, but consumables would be un-consumed.

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    2. I've changed the description to be a bit clearer.

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  6. Fantastic job at converting Tracer to D&D. I may have to give this a try in a future game.

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  7. No pulse grenades! 0/10

    Joking, it looks really fun and I might have to convince my DM to let me try this on my next character.

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    1. Ha! I said the exact same thing when I read the first draft. That being said, I'm pretty happy with this capstone as well. If you do get to play it, stop back in and let us know what you think!

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    2. I decided against the pulse bomb because it kinda has nothing to do with time. The Tribality version linked elsewhere in the comments had pulse bombs as weapons. You could probably use those.

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  8. Is Time Dilation intended to also give advantage to initiative rolls?

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    1. I can't speak to intent, but by RAW, it totally does.

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