This brass relic is complex in its making, a magical pocket compasswatch, holding both a compass and a watch within the same small disk-like device; and it brims with the magic of the Astral Sea, a wonder of arcane engineering and artifice. The compasswatch allows the small tampering of time, space and reality, a feat hard to achieve even for the keenest of minds within the Astral Plane, let alone the Material Plane. The compasswatch has also been laced with a small warding enchantment, causing you to be unable to be targeted by Divination spells or perceived through magical scrying sensors unless you allow it, so long as you are holding the compasswatch or it is otherwise on your person.
Furthermore, the compasswatch holds four charges. You regain all expended charges when you finish a long rest, and one expended charge when you finish a short rest. You may expend the charges to activate either of the compasswatch's properties detailed below:
Chronic Focus. As an action, you may hasten your prowess with time magic, expending one charge. You can take two additional bonus actions this turn. This effect does not prevent you from taking your original bonus action, your reaction or your movement; but you can't use more than one bonus action for the same effect this turn.
Mimic Reality. Whenever you cast a spell that targets a single creature, so long as that creatuere is not you, you may expend one charge to copy the magic onto yourself (no action required). You also gain the effects of the spell for its duration, without expending a spell slot. If the spell requires concentration, you do not need to hold concentration. Instead, if the spell requires concentration or it has a duration that isn't instantaneous even without requiring concentration, the spell's effects remain on you until you take any damage.
Spatial Displacement. Whenever you teleport, you may expend one charge to expand the expand the capabilities of the teleportation (no action required). For this instance of teleportation, you can bring along objects as long as their weight doesn’t exceed what you can carry; and if you can already bring objects with you, the weight that you can carry is doubled instead. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and it arrives onto an unoccupied space within 5 feet of you. If you can already bring one creature with you, you can bring an additional creature instead. If there is no room to hold the objects carried, or no unoccupied space for the creature brought with you, the teleportation fails, and the charge is expended with no effect.
Notes: Buff, Utility, Necklace, Wristwear
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