Change the Future
The blade's powers over time allow you to affect the timestream a significant amount; allowing you to release a signature attack of powerful energy on even the mightiest of foes.
As an action, you may create a dome of energy that lasts until the end of your next turn with a 30ft radius centered on you. From the dome a beam of 15 ft wide 30 ft long is fired straight into the air. Creatures caught in the area of this attack are caught in the time stream, being launched into one of two realities. Creatures caught make a charisma saving throw based on your spell save DC. A Creature can use a legendary resistance to ignore this effect entirely. On a failure, they take radiant damage equal both attuned creatures combined hit points, and are flung into the past. On a success, they take no damage, and are flung into the future. to determine how far they travel, roll 1d100.
• 1-10, they travel one minute.
• 11-30, they travel one hour.
• 31-60, they travel 10 hours.
• 61-90, they travel 69 days.
• 91-99, they travel 99 years.
• 100, they travel for 1000 years.
Creatures sent to the past re-experience their past without ability to interact with their past self. A permanent illusion is created that shows everything the creature experiences (DM discretion). You can fast forward this playback. When the playback is finished the creature returns and they are flushed and become paralyzed for two rounds.
Creatures sent to the future this way do not exist until it is their time to return or recall them into existence as an action.
Once you use this ability, you cannot use it again until you take a long rest.
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