Nord Games
Treacherous Traps 2: Chronocheat Rogue Playtest
Treacherous Traps 2: Chronocheat Rogue Playtest
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The Chronocheat is a free 5E D&D rogue subclass playtest from Treacherous Traps 2 by Nord Games, built around bending time itself for brief, risky advantages.
Father Time may be undefeated in the long run, but that doesn't mean you can't cheat him in the short term. The chronocheat lives to do just that by defying the laws of time itself for a few brief instants. Of course, bending these guardrails isn't without risk as the universe eventually catches up to those who push the boundaries of physics beyond their breaking point. These rogues believe that the benefits outweigh the potential dangers.
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Really interesting concept and abilities, but ignores something crucial about rogues and their subclasses. Rogues, while typically seen as more class than subclass, are actually very subclass dependent for their identities. The best rogue subclasses give you something very reliable at level 3, something with little to no per-day usage restrictions, that then stays reliable throughout their entire lifespan, which is especially important since they don't get another subclass ability for six more levels. They need something special they can do each turn, or at least incredibly reliably, and this is often something that gives them another way to use/gain Sneak Attack or another action they can take with their Cunning Action. Examples of this are the Assassin's Assassinate, Thief's Fast Hands, Swashbuckler's Fancy Footwork and Rakish Audacity, and the Soulknife's psychic blades. These abilities make the rogue feel... "bouncy," for lack of a better word, letting them move about the field and constantly have something interesting to do, especially being glass cannons. The Chronocheat doesn't really have anything like this, as cool as its abilities might be, and all of them having a limited amount of uses per long rest (requiring both Dex and Wis to be high to get the most out of them) AND requiring saving throws removes a lot of that "bounciness."
I would recommend adding something at level 3 that they can do every turn reliably, without expending a resource. Although I do understand that making something that fits the theme of "time cheating" without being insanely overpowered is QUITE difficult. Something like a "blink" or a quick rewind (like Tracer from Overwatch), or some kind of "future sight" attack, like allowing for a free attack the following turn on a creature you've attacked this turn, might work. Maybe if the Chronocheat moves around a creature it was next to the previous turn, they can count as their own ally for the purposes of gaining sneak attack, as they blink through time around their target creating a temporary time travel duplicate/image of themself. Maybe they could swap places with an ally, or give the Help action to attack any creatures they take an opportunity attack from. Rogues tend to not have abilities that are too off the wall in terms of raw power, mostly getting usage out of more utility and versatility. While still cool, at the moment it feels more like a sorcerer with daggers than a rogue with time travel.
So in short, I'd say tone down the power levels of the earlier level abilities, and remove the resource cost per long rest, with possibly adding to those abilities by leaning further into the time travel aspect. You could potentially keep the Defy Time feature as sort of a pseudo-resource like the sorcerer's Wild Magic Surge, the more you mess with time, the more you have to roll.
Haven't had a chance to play it yet at my table, but I read through it and like the theme & mechanics
Fun character to run! Can't wait to see the final result!