The Staff of Time was forged by Ao in order to maximize his time magic capabilities, as his powers continue to grow so to do the powers of the Staff.
With this staff attuned the user may cast spells as a bonus action starting at level 3.
Level 6:
Time Flux: The holder of The Staff is always pulled in different directions by time itself, making it hard to remain constant in the present. The character rerolls Initiative at the beginning of each round. Furthermore, all spells DCs are increased by 3.
Alternate Preparation: The holder of the Staff is able to pull bits and pieces of knowledge from alternate timelines. As a bonus action, the Character is able to change one of their prepared spells for any other they know. This ability can be used once at level 6, twice at level 12, three times at level 16 and four time at level 20. All charges of this ability are regained after finishing a long rest.
Level 8:
Temporal Displacement: The holder of the Staff is never exactly where he seems. All ranged attacks have disadvantage against him.
Time Fluke: Time is a fickle thing and can have a mind of its own if you know how to talk to it. When taking a short rest, roll a d6. On a 6, you gain the benefits of a long rest instead.
Level 10:
Time Reversal: The holder of the Staff is able to affect the flow of time for moments at a time. As a reaction, after a creature ends his turn, the character can reverse the turn order. This ability cannot be used again before finishing a long rest.
Delayed Response: At the beginning of combat, you can give disadvantage on Initiative to a number of creatures you can see equal to your Intelligence modifier. You cannot use this ability again before finishing a long rest.
Level 12
Rewind: As a reaction, the holder of the Staff can force a creature he can see to retake its entire turn, cancelling any actions it took before. For that new round, the character can either give advantage or disadvantage on all ability rolls and attacks rolls of the creature. This ability cannot be used again before finishing a long rest.
Greater Time Flux: When rolling for Initiative on each round after the first, the character has advantage on his roll. Furthermore, all spells DCs are now increased by 2.
Level 14
Unbound Reactions: The holder of the Staff is no longer bound by the simpler rules of time. The character can use a number of reactions equal to his Intelligence modifier. The character can still only take 1 reaction per creature’s turn.
Stop: Control over time makes for very poor games of tag. As a reaction, the character can stop the movement of any creature he can see. Any creature stopped this away has its movement speed reduced to 0 until the beginning of their next turn. This ability cannot be used again until the beginning of your next turn.
Level 18
Refresh: Harnessing the power ones own time the user may spend a bonus action to replenish 1 level 9 or 2 level 8 spell slots. This may be down twice per long rest.
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Spell Save DC, Advantage: Initiative, Bonus: Spell Attacks, Feat: Observant, Resistance: Ranged Attacks, taking a long rest while knowing a level 9 Time spell., Versatile, Topple
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Posted May 16, 2023This is a very nice staff. Where did I put my chronomancer...