Quirk Tier: Legendary
Saving throw DC: Constitution (reflex?)
You can control time itself, if in a limited fashion, allowing you to reverse the flow of time on creatures you touch. Careful though… your powers limits aren’t fully tested and rewinding someone too far could have disastrous results. Your powers grow in strength as you do.
You can choose to perform one of the following abilities as an action on your turn (skin contact with target mandatory):
You can touch a target and reverse time on them up to 6 seconds undoing any harm or boon they may have encountered in that time (damage/negative and positive effects). This places a large amount of stress you both you and the target though so they do not regain any ability uses or spell slots. The target may make a Con saving throw to attempt to resist the affect, on a successful saving throw, the rewind is negated. As you gain in power you’re control and the duration you can rewind change to (being able to restore 1 spell slot of level 3 or lower or 1 ability use as well as keep one positive or negative effect as well as being able to rewind up to 12 second of time at once at level 5) (being able to restore 2 spell slots of level 6 or lower and/or 2 ability uses(max 2 spells/abilities) as well as keep 2 positive or negative effects as well as being able to rewind up to 18 second of time at once at level 11) (being able to restore 3 spell slot of level 9 and/or lower or 3 ability uses(max 3 spells/abilities) as well as keep 3 positive or negative effect as well as being able to rewind up to 24 second of time at once at level 17)
You can touch a target and deliberately try to harm them with your ability, the target makes a Con saving throw and, on a failure, rolls on the following table to determine what happens:
1-55 - nothing happens
56-75 - you rewind the target to a point where they were less developed or suffering from a past injury, giving them a -2 to a random stat (roll 1d6 or DM discretion). This effect is cumulative and permanent.
76-94 - you rewind the target to a time when they were recently tired or spent, causing them to gain a level of exhaustion and removing half of their current ability charges/spell slots. This affect can only happen on a target once. If it is rolled again it defaults to a nothing happens result.
95-100 - you rewind the target to before they existed slaying them instantly with no chance of resurrection or revival.
As you gain in power your chances of harming your targets changes to
(1-50 nothing happens, 51-75 -2 stat rewind, 76-94 exhausted, 95-100 instant death at lvl 5)
(1-40 nothing happens, 41-70 -2 stat rewind, 71-90 exhausted, 91-100 instant death at lvl 11)
(1-35 nothing happens, 36-70 -2 stat rewind, 71-90 exhausted, 91-100 instant death, exhausted result now defaults to -2 penalty instead of nothing happens at lvl 17)
When you use your abilities, you must make a Con save (DC:15 + number of times you used them) on a failure, you suffer a level of exhaustion and cannot use this ability until you spend one hour doing nothing except resting, as well as rolling on the mishap table. Your DC resets to 15 when you do not use your abilities for one hour. As you gain power your body adjusts and adapts to the strain placed on it by your ability, this results in the base DC changing to (12 at lvl 5) (10 at lvl 11) (8 at lvl 17)
On a failed Ability activation save the target of the ability suffers a mishap. The target gets a Con saving throw and, on a failure, rolls on the mishap table:
1-20 - you rewind the target to before they existed slaying them instantly with no chance of resurrection or revival.
21-50 - you rewind the target to a point where they were less developed or suffering from a past injury, giving them a -2 to a random stat (roll 1d6 or DM discretion). This effect is cumulative and permanent.
51-80 - you rewind the target to a time when they were recently tired or spent, causing them to gain a level of exhaustion and removing half of their current ability charges/spell slots. This affect can only happen on a target once. If it is rolled again it defaults to a -2 stat penalty roll instead.
81-90 nothing happens
91-100 the rewind is successful, and you do not suffer a mishap
As you gain in power your chances of suffering a negitive mishap are reduced as you gain more control changing the odds to:
(1-15 instant death, 16-40 -2 stat rewind, 41-65 exhausted, 66-90 nothing happens, 90-100 successful rewind at lvl 5)
(1-10 instant death, 11- 30-2 stat rewind, 31-55 exhausted, 56-85 nothing happens, 86-100 successful rewind at lvl 11)
(1-5 instant death, 6- 25-2 stat rewind, 26-45 exhausted, 46-80 nothing happens, 81-100 successful rewind at lvl 17)
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