April 8, 2020

Temporal Trickster

Roguish Archetype
Notes from the Nails: a real blast from the past here! I wrote this one way back in 2015, but never got around to posting it until now.

Temporal Trickster

Of the rogues who dabble in magic, only a few possess the aptitude to master chronomancy. These skillful dilettantes are found in a variety of professions, for the ability to manipulate time is useful in all manner of roguish pursuits.

Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
     Cantrips. You learn three cantrips: moment to think and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
    Spell Slots. The Temporal Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
     For example, if you know the 1st-level spell charm person and have a 1st level and a 2nd level spell slot available, you can cast charm person using either slot.
     Spells Known of 1st Level and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and Chronomancy spells on the wizard spell list.
     The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or Chronomancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
     The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
     Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or Chronomancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
     Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Moment of Wandering Thoughts
Starting at 3rd level, when you cast the moment to think cantrip, you can perform the following additional tasks during your free turn:
  • You can move up to 10 feet.
  • You can attempt to pick a lock or disarm a trap.
  • You can benefit from drinking potions.

Blur of Movement
By 9th level, your control over temporal magics enables you to move with incredible speed. You add 10 feet to your base movement speed and you can use your Cunning Action to take the Dodge action.
     Once you have used a Cunning Action to Dodge in this way, you must complete a short or long rest before you can do so again.

At the Speed of Thought
At 13th level, you can expend 1 spell slot of any level in order to cast the moment to think cantrip as a bonus action. Furthermore, you are no longer required to perform the spell's verbal component, regardless of how you cast it.

Thief of Time
At 17th level, you can cast the spell lesser time stop without expending a spell slot. Once you use this ability, you must finish a long rest before using it again.

Chronomancy Spells

Moment to Think
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 round
You briefly stop the flow of time for everyone but yourself. When you cast this spell, your current turn ends and no time passes for other creatures, while you take 1 free turn, during which you can use actions and a bonus action as normal. However, you cannot move from the location where this spell was cast, nor can you affect any object other than those worn or carried by you (as everything else is frozen in time), make any kind of attack, or cast any spells. If you let go of an item you were carrying, it also becomes frozen in time. If you consume a potion during the free turn, it has no effect (though it is consumed). Listed below are a few examples of what you could do on your free turn:

  • Make an Intelligence check to remember information about something.
  • Make a Wisdom (Perception) check.
  • Take the Hide action.
  • Deploy a bag of caltrops.
  • Draw or stow weapons and shields.

Lesser Time Stop
7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
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.
     This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 300 feet from the location where you cast it.




Changelog: 04/09/2020: At the Speed of Thought now costs a spell slot.

11 comments:

  1. Looks very interesting! The only thing I would change is to specify that the 9th level feature would also recharge on a long rest.

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    1. Bah. A long rest is a short rest! But fine, have it your way.

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  2. Looks good! My only tiny gripe is with the 13th level feature as it may be a bit too much on the strong side: we're looking at an at will bonus action Dodge, at will bonus action Help, at will (almost) free action Hide there. It mostly invalidates the 9th level feature as well.

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    1. Hmm. That's a fair point about invalidating the 9th level feature. A small tweak should bring it back in line... what if I made it cost a spell slot to cast as a bonus action?

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    2. That's a bit better, aye. Gives the player some reason to actually use Blur of Movement past 13th level.

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  3. So what is the point of casting the basic version moment to think as opposed to taking your turn as normal? The wording seems like you give up your turn to take a turn?

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    1. You effectively get to take an additional bonus action, I suppose?

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    2. You give up an action to gain a turn. So you're a bonus action and an object interaction to the good, in exchange for limiting what you can do on the bonus turn. You can also proc any effect that's tied to the start or end of your turn (such as ending status effects), which is potentially very useful.

      This cantrip is not new by the way; we published it with the other chronomancy spells years ago and I'm pretty sure it's in Arcane Archive.

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  4. PDF appears to be missing the spellcasting table. I'm guessing it's supposed to be based off the Arcane Trickster spellcasting table, but just pointing it out just to make sure.

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  5. Same question as Anticannon, no spellcasting table is present that I can see. Should we assume the same table for spellcasting as Arcane Tricksters?

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    1. Yes, it's definitely the same table. Finger is in charge of the pdfs so I'll poke him about fixing that.

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