A single massive emerald cut and shaped into the form of an hourglass gives the relic its name. Gold powder swirls inside, defying gravity by collecting on either side of the biconical shaped emerald in repeating patterns. The top of the hourglass bears a crown depicting two triangular towers and a brass ribbon in the shape of stretched out wings. A perfectly cut emerald rests at the center of the wings.
Future Sight. You can summon the power of the Emerald Hourglass in order to gaze into the future as part of a Short Rest or Long Rest. Since the future is not set in stone and any action taken in the present will change it, what you see is millions of images depicting various futures, alongside the billions of actions that it took to create each of those futures.
Choose a particular activity or goal that you or your group will attempt within the next 7 days. You then gaze into the Hourglass in order to study how to shift fate in that direction. At the end of the rest, the GM tells you whether the activity is Highly Likely, Somewhat Likely, Somewhat Unlikely, or Highly Unlikely to succeed. You then learn what action you or your group should take in order to increase the odds of the activity or goal succeeding. To use this effect, you or your group must be capable of attempting the action within 7 days at your current strength and location.
Once you have used this feature, you cannot do so again until the Next Dawn.
Time Hop. You can teleport yourself or others forward in time. As a Magic action, you can target yourself, an unheld object no larger than 5 feet in any dimension, or a willing creature within 30 feet of you. The target vanishes from existence, becoming untargetable and untraceable. The target then reappears either at the end of your next turn or up to 24 hours later (your choice) in the same location it occupied, or the nearest unoccupied space if that location is occupied.
When the target reappears, it does so exactly as it was when it disappeared, in the same orientation, and with the same conditions and effects affecting it. If the target is a creature, no time passes from its perspective.
Relic Spells. You always have the spells in the Relic Spells table prepared when you reach the character level outlined in the table. You can cast each of these spells without expending a spell slot. Once you cast a spell spell in this way, you can’t cast that spell in this way again until the Next Dawn. You can also cast these spells using spell slots you have of the appropriate level. All spells cast from a Divine Relic have a spell save DC of 20. Relic Spells that require an attack roll use a +11 spell attack bonus.
1st level: Bane, False Life.
3rd Level: Arcane Lock, Mirror Image.
7th Level: Divination, Resilient Sphere.
9th Level: Hold Monster, Modify Memory.
Divine Relics
In addition, a creature attuned to any Divine Relic gains the following properties:
Increased Hit Points. The creature's hit point maximum increases by an amount equal to twice their level. Each time the creature gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
Wards Against Darkness. Necrotic damage the creature takes is reduced by 5 for every Divine Relic within 15 feet of them.
Purity of Body. The creature's hit point maximum cannot be reduced by spells or effects, such as those from a harm spell or a mummy's cursed rot.
Long Life. The creature only ages 1 year for every 10 years that pass. This includes spells or effects that magically age the creature.
Intuitive Knowledge. A creature attuned to a Divine Relic can instinctively recognize another object as a Divine Relic. This recognition requires the creature to see the object, witness its effects, or hear a detailed description of either.
Shared Language. A creature attuned to a Divine Relic gains the ability to understand the Anubian language and its hieroglyphics. Further, its speech can be understood by those who speak Anubian.
Previous Versions
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Coming Soon
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