Chrono Rogue (3.5e Class)

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Chrono Rogue[edit]

Making a Chrono Rogue[edit]

Abilities: Focusing on their Dex and Wisdom, the Rogue is unmatched in stealth.

Races: Any.

Alignment: Any non-Evil.

Starting Gold: starting gold; 2d6×10 gp (70 gp)

Starting Age: Simple.

Table: The Chrono Rogue

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st 1 1 2 2 Bound Chrono Armament (Rogue), Chrono Sense, Evasion
2nd 2 2 3 3 Chrono Armament, Toughness OR +1 Ability Score
3rd 3 3 4 4 Chrono Stealth, Trap Sense, Improved Evasion
4th 4 4 5 5 Chrono Engravement, Sneak Attack 2d8
5th 5 5 6 6 Dual Armament, Trap Sense +3
6th 5 5 8 6 Chrono Drive
7th 5/1 5 8 7 Chrono Plane
8th 5/1 6 8 7 Chrono Cloak
9th 5/1 7 8 7 Sneak attack 5d8
10th 5/2 7 9 7 Lightning Reflexes, Trap Sense +6, Improved Initiative.
11th 6/2 7 9 8 Improved Critical (Chrono Armament)
12th 6/3 8 9 8 Chrono Concealment, Jack of All Trades
13th 6/4/1 8 10 8 Dodge, +1 Ability Score
14th 6/5/2 8 10 8 Chrono Light
15th 7/5/2 8 10 9 Chrono Temperment, Sneak attack 10d8
16th 8/6/3/1 8 10 9 Chrono Enlightenment (Rogue), +3 Any Ability Scores
17th 8/6/3/1 8 11 9 Chrono Form (Rogue), Trap Sense +10
18th 8/6/3/1 9 11 9 Chrono Trace, +1 Dex
19th 8/6/3/2 10 11 9 Chrono Facade
20th 8/6/3/2/1 10 11 10 Chrono Trigger

Class Skills (8 + Int modifier per level, ×6 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Scrips (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int) Sense Motive (Wis) Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Chrono Rogue.

Weapon and Armor Proficiency: The Chrono Rogue is proficient with Light Armor, Simple and Martial Weapons, Light Crossbow, and the Heavy Crossbow.

Bound Chrono Armament (Rogue): The Chrono Rogue Begins with a Chrono Armament that can not be touched or destroyed by any outside force. The Bound Chrono Armament Levels up with the character wielding it. The Armament gains an extra d4/level of damage. At level 5, it gains an extra hit die/Dex modifier. Level 10, it allows the wielder to move as if Hasted whenever the weapon is drawn. Level 15, its critical threat range becomes double. Level 20, the weapon ascends, and all damage properties on it become double.


Chrono Sense: Starting at level 1, the Chrono Rogue gains a distorted sense of time, Causing them to never age, including magical aging.


Evasion: Starting at level 1, the Chrono Rogue is able to perform Evasion, ignoring it's prerequisites


Chrono Armament: At level 2, any weapon the Chrono Rogue touches becomes a Chrono armament, on top of their starting Chrono Armament and is regenerated upon its destruction, as long as it is linked with them.


Toughness: At Level 2 and 9, the Chrono Rogue may choose to take on the Feat Toughness or sacrifice it to put a +1 in any one ability score. at level 12, the character gains the feat.


Chrono Stealth: At level 3, the Chrono Rogue gains the effects of Chrono Stealth. Using a Chrono Armament, they may Perform a Dex check (DC:15) if successful, it gives the user +10 on all Stealth related checks for 1 round/level.


Improved Evasion: At level 3, the Chrono Rogue on a failed Reflex saving throw takes only half damage.

Trap Sense: At level 3, the Chrono Rogue gains the ability to detect Traps.

Chrono Engravement: At level 4, the Chrono Rogue can Impale his main Chrono Armament into the Ground, creating a Rune (3ft radius/lv) that Slows all enemies movements to half speed, giving them a -10 on all their rolls for 1d4 round/lv. the rune Vanishes as soon as the blade is removed.


Sneak Attack 2d8: At level 4, the Chrono Rogue gains the ability to perform a Sneak Attack if they are concealed.


Trap Sense +3: At level 5, the Chrono Rogue gains a +3 on all Trap search related checks.


Dual Armaments: At level 5, the Chrono Rogues Bound Armament Awakens, and becomes Twin Blades that can combine into one. The user takes no penalties for dual wielding the Dual Armaments, and Gains a +3 to attack and damage rolls while the Twin Blades are combined.


Chrono Drive: At level 6, the Chrono Rogue may alter time to give them the advantage, and 3 times per day, warp themselves behind an enemy, and gain concealment from them. This increases to 5 at level 12, and 7 at level 18.


Chrono Plane: At level 7, the Chrono Rogue can summon a portal to a miniature Chronos Plane at will, where they can store goods, and summon them from it.


Chrono Cloak: At level 8, once per day, the Chrono Rogue can summon a Cloak of Celestial Appearance, Granting them Perfect Concealment for 1 round/Level, Invisible to Blind Sense, and Similar abilities, but not True Seeing.


Sneak Attack 5d8: At level 9, The Chrono Rogue gains Extra damage to his Sneak attacks.


Lightning Reflexes: At level 10, the Chrono Rogue Gains Lightning Reflexes


Trap Sense +6: At level 10, the Chrono Rogue gains additional bonuses to finding Traps.


Improved Initiative: At Level 10, The Chrono Rogue Gains the effects of Improved Initiative


Improved Critical (Chrono Armament): At level 11, the Chrono Rogue Gains Improved Critical on any Chrono Armament.


Chrono Concealment: At level 12, the Chrono Rogue can target one enemy when rolling initiative. One Willing character Gains perfect Concealment from the enemy for 1 round/lv of the Chrono Rogue.


Jack of all Trades: at Level 12, the Chrono Rogue gains Jack of All Trades


Dodge: At level 13, the Chrono Rogue gains the Feat Dodge, ignoring it's prerequisites.


Chrono Light: At level 14, the Chrono Rogue begins to give off an eerie glow, which can be hidden at will. When seen by Evil Characters, they lose one round of action, and a -2 when rolling initiative.


Sneak Attack 10d8: The Chrono Rogue gains Extra Sneak Attack Damage


Chrono Temperment: At level 15, the Chrono Rogue becomes Immune to Fear, and Fear like effects, Giving allies within 10 feet a +2 bonus on Saving throws involving Fear.


Chrono Enlightenment (Rogue): At level 16, the Chrono Rogue can Use his Dex modifier in place of any other modifier.


Chrono Form (Rogue): At level 17, the Chrono Rogue can take on a pair of adamantine Legs made of constantly ticking Cogs, which grant them an additional -5 to Stealth Checks, but a +170 feet of movement speed and allows them to sprint up flat surfaces that would be otherwise unclimbable for 1 round/Dex.


Trap Sense +10: At level 17, he Chrono Rogue is Adept at Finding Traps.


Chrono Trace: At level 18, the Chrono Rogue may once a day Project an illusion of one doppleganger of themselves per 5 levels, in different locations within 50 feet of the caster that lasts for 1d4+Dex rounds


Chrono Facade: At level 19, the Chrono Rogue cannot fail any Bluff or Disguise checks made against a single target with a HD of 1d8 or less.


Chrono Trigger: At level 20, the Chrono Rogue can Summon 2 Repeating Light Crossbow that hold 20 Bolts per clip, deal 3d10's of damage and make no sound. The Chrono Rogue takes no penalties for using them simultaneously.

Ex-Chrono Rogue[edit]

If the Chrono Rogue Breaks their Alignment Boundaries, the power of Time Consumes them and they immediately Cease to exist.

Epic Chrono Rogue[edit]

Table: The Epic Chrono Rogue

Hit Die: d12

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic Chrono Rogue gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Chrono Rogue Bonus Feat List: <-list of bonus epic feats->.

Human Chrono Rogue Starting Package[edit]

Weapons: Rapier.


Feat: Toughness.


Gear: Studded Leather Armor.

Gold: 200.



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