May 20, 2021

Temporal Trickster Redux

Roguish Archetype
Comments from the Finger: The reduxes just keep coming! This one rides on the back of all of the newly polished up chronomancy spells -- let me know what you think!

Temporal Trickster

Of the rogues who dabble in magic, only a few possess the aptitude to master chronomancy, the magic of time. These skillful dilettantes practice a variety of professions, for the ability to manipulate time is useful in all manner of roguish pursuits. With a flick of the fingers, a temporal trickster can freeze time, rearrange seconds, or leap into the future. 

Moment to Act
Starting at 3rd level, you learn the moment to think cantrip. Intelligence is your spellcasting ability for this cantrip. When you cast this cantrip, you can move 10 feet without provoking opportunity attacks. Additionally, you can use your action while time is stopped to take the Hide action.

Also at 3rd level, your time-bending tricks allow you to cast chronomancy spells to beguile your foes. The energy you use to accomplish this is represented by a pool of chronomancy points, equal to twice your proficiency bonus, which you spend to cast spells. You regain all expended chronomancy points when you finish a long rest.
The spells you have available and their cost in chronomancy points are given on the Time Magic table below. Additionally, when you reach 9th level and 13th level in this class, you gain the ability to cast more spells, as shown on the table.
Saving Throws. Intelligence is your spellcasting modifier for your chronomancy spells. 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 chronomancy spells you cast.

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

Rogue Level Chronomancy Points Spells
3rd2action, instant replay
9th3delay, recall
13th5haste, slow

Impressions of the Future
Beginning at 9th level, you can perceive the fluctuating waves of time to anticipate how your actions might ripple forward. As a bonus action, you can glimpse a possible future. Describe to the GM what actions you will take on your turn. The GM will then tell you the likely immediate consequences that will happen before the beginning of your next turn. This glimpse of the future reveals anything you might see or hear in that time, but might be flawed; the prediction can’t take into account the actions of allies or unexpected failed rolls.
Once you use this ability, you can’t use it again until you finish a short or long rest.

Time Dilation
Beginning at 13th level, you can siphon excess temporal energy to enhance your reflexes. Whenever you cast a spell with the chronomancy tag (including haste and slow), you gain a +2 bonus to your Armor Class and Dexterity saving throws until the start of your next turn.

Stop the Clock
By 17th level, you have mastered the ultimate chronomantic ability, the power to stop time in its tracks. You can cast the spell time stop once without using a spell slot.
Once you use this ability, you can’t use it again until you finish a long rest.

New Spells
The following chronomancy spells are listed in alphabetical order.

1st-level transmutation (chronomancy)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: 1 round
Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

2nd-level transmutation (chronomancy)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an octagonal sign)
Duration: Instantaneous
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.

Instant Replay
1st-level transmutation (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target. 

Moment to Think
Transmutation cantrip (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something.
Furthermore, you can’t affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.

2nd-level conjuration (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
Record where you are when you cast this spell. Until the end of your next turn, you can use your reaction to teleport back to that location, or to the nearest unoccupied space. If you use this reaction in response to an attack, spell, magical effect, or any other damaging effect, resolve the triggering effect before teleporting.


  1. I understand the one time use of Time Stop at 17th level...but my GOD is that a potent feature, especially for a subclass that gets chronomancy spells at effectively third caster progression but even less so. The thought of a rogue having a one time Hail Mary 9th level spell seems scary to think about. Sure, you're not adjusting the spell's effects or anything but still. I expect certain DMs to be asking "How in the hell does a lesser third caster get a one time 9th level spell?" Still, this subclass seems fun to play regardless.

    1. Well, to be fair, what makes Time Stop such a potent ability is that it is given to spell casters, who can use it to much greater effect as the prep time it is, with this subclass it doesnt have near the effect of a true 9th level spell, they have no armor spells, no aoe to set up in strategic positions, practically the only thing they can do is 1. Cast your limited amount of spells, only 3 of which would have a duration lasting longer than time stop (with 2 of them being concentration) or 2. Run away, which the Rogue is supposed to be good at anyway

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