ManBagel
Messing up everything in DnD since 2019
So I thought of making a rogue subclass that is time focused. If you could give ways to reword or ability changes that would be great. This is a really rough draft of abilities, and ideas for changes would be helpful. Thanks in Advance.
Roguish Archetype: Journeyers
Some Rogues have a changed view of time. These Rogues are known as Journeyers for having knowledge that is from distant future. Most Journeyers go insane for not being bound to one timeline. Journeyers are odd for there powers. No one, not even Journeyers know where there powers come from. Some are born with small glimpses into the future that don’t help. Later breaking you from the timeline. Maybe you found a magic item that gave you your curse. You don’t pick being a Journeyer, Fate does.
Déjà Vu
At 3rd level you have the ability to jump back in time. When you finish moving on your turns you can use your reaction to jump back to where you were at the beginning of the round. If you use your reaction to jump back you gain a second reaction to use. If you attack and hit before using this ability you have the weapon out with blood if it’s a melee weapon.
Presents of Time Bending
At 3rd level, Your presents bends time to slow around you allowing you more time to dodge and move out the way of attacks your AC is equal to 10+Dexterity Modifer+ Charisma Modifier.
Slowed Time
At 9th level You have mastered slowing time. As a Reaction you can slow time for yourself. This lasts for a minute and you gain the following benefits.
•You gain the benefits of Pact Tactics.
•You deal extra damage equal to your proficiency bonus.
•You have advantage on Dexterity Saving Throws.
You regain this ability after a long rest.
Timeless
At 13th level you can choose what age you are at any time. Magic that changes your age doesn’t work on you unless you allow it. You can not be affected by surprise.
Time Stop
At 17th level you have learn the basics of stopping time. As a reaction you can take 1d4+1 extra turns. During this stop of time you can deal sneak attack damage once. You have advantage on attack rolls and any enemies that are trying to hit you fail. You are stunned for 1 round after using this ability and you can’t use it again until you take a short rest.
Roguish Archetype: Journeyers
Some Rogues have a changed view of time. These Rogues are known as Journeyers for having knowledge that is from distant future. Most Journeyers go insane for not being bound to one timeline. Journeyers are odd for there powers. No one, not even Journeyers know where there powers come from. Some are born with small glimpses into the future that don’t help. Later breaking you from the timeline. Maybe you found a magic item that gave you your curse. You don’t pick being a Journeyer, Fate does.
Déjà Vu
At 3rd level you have the ability to jump back in time. When you finish moving on your turns you can use your reaction to jump back to where you were at the beginning of the round. If you use your reaction to jump back you gain a second reaction to use. If you attack and hit before using this ability you have the weapon out with blood if it’s a melee weapon.
Presents of Time Bending
At 3rd level, Your presents bends time to slow around you allowing you more time to dodge and move out the way of attacks your AC is equal to 10+Dexterity Modifer+ Charisma Modifier.
Slowed Time
At 9th level You have mastered slowing time. As a Reaction you can slow time for yourself. This lasts for a minute and you gain the following benefits.
•You gain the benefits of Pact Tactics.
•You deal extra damage equal to your proficiency bonus.
•You have advantage on Dexterity Saving Throws.
You regain this ability after a long rest.
Timeless
At 13th level you can choose what age you are at any time. Magic that changes your age doesn’t work on you unless you allow it. You can not be affected by surprise.
Time Stop
At 17th level you have learn the basics of stopping time. As a reaction you can take 1d4+1 extra turns. During this stop of time you can deal sneak attack damage once. You have advantage on attack rolls and any enemies that are trying to hit you fail. You are stunned for 1 round after using this ability and you can’t use it again until you take a short rest.
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