This item has 5 charges and regains 1d4 charges every day. You can expend a charge to use one of the following abilities.
Perfect recall: You instantly shift back to your previous spot as of last round and regain 1d10 % of any damage you may have suffered back. If a limb is lost however, you will not regain the limb.
Potential advantage: You war to a spot you can see within movement range, you do not provoke attack of opprotunity.
Divergent instant: (2 charges, reaction) you can use your reaction when a creature you can see attacks you to shift the planes of potential in your favor, roll a d20. If you roll below a 5 take full damage, above a 5 take 3/4 damage, roll above a 10 take 1/2 damage, and roll above a 15 take 1/4 damage. Roll a natural 20 and you suffer no damage, however a natural 1 will count as a critical attack.
Pull from potential: (expend 5 charges) you may summon 2 potential versions of yourself imposing disadvantage on any attacks targeted at you if they are both within 5 feet of you. You can use these creatures to attack or defend you as well, the potential versions of you have your stats and base defense, however the can not use magic and only have 25HP.
Notes: Upon attuning to the item the still sand starts to swirl and move along the length of the arm before emerging out the end and shooting into the end of you lost limb. The arm magically affixes itself to the end of your arm and the once hard and fragile glass becomes flexible and malleable like a normal limb. The point of connection with the item now has a glowing ornate tattoo that seems to be moving.
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