"This manifold now loses the Warden of Chronology to the Warden of Expiration, also lost. The mantle passed, Wayfinder the End Scribe now possesses temporal mastery. This Truth remains certain:"
"Even in the Death's Grey Gaze, Time is Inexorable."
The heart of the Inexorable Time is the source of the knights great power over the temporal flow. Their form was constructed to best harness this artifact as a protector of the Prime Reality while minimizing the damage of its interferences upon the worlds. In the hands of another, however, Time is caustic, ever-changing. Everything Civilization used it to oppose. This can prove beneficial to the Syndicate of Order or become an omen of the End of Time itself, depending on its wielder.
Any creature attuned to Time gains the following abilities:
Time, Lost. As a turn, you can force a creature within 30ft of you to make a DC16 Wisdom saving throw or the target spends their next turn doing nothing. At the end of their next turn, they must repeat the saving throw. On a success, the effect ends. On a failure, the effect ends and you learn their current hit points. You can use this ability once per long rest.
Time, Disciplined. You have advantage on attacks against creatures who have used legendary actions since your last turn.
Time, Borrowed. As a reaction when an enemy within 15ft of you uses a reaction, you can steal their reaction. You can immediately use a reaction ability of your own, including an attack of opportunity.
A Knight of Civilization attuned to Time gains the following abilities:
Time, Marked. A Knight of Civilization wielding Time has two bonus actions, always knows the date and time of their current manifold, and does not age unless they wish to do so.
Time, Out. A Knight of Civilization wields Time as the ultimate weapon: a weapon that halts any other. As an action, you can cast Time Stop, ignoring the conditions that prematurely end the spell. This ability resets every 1d100 days.
Notes: creature of potential
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