Appearance: A small golden pocket watch adorned with a carving of an hourglass, inside the watch has a single minute hand surrounded by 12 digits much like a clock.
Time Alteration: The watch has the ability to alter time itself in very limited ways, entire timelines can not be rewritten but current events can be changed to allow the player to do things such as learn the history of an item, person, or even town by simply living through its life up until that point, or change a moment in recent time to alter an event such as bringing a dying creature back to life. Abilities and charge costs will be listed below.
Abilities and charge costs:
As we know it (1 charge): using the power of the watch the user can reach out and touch an item, person, or area and learn the entire history of that item, person or area through its eyes, things such as emotions, senses and even tastes are felt by the user, this effect happens instantly though the user feels as though they have lived the entire life of the item, person or area (WARNING using this item on traumatized or crazy individuals may cause permanent damage to the user).
Forgotten Times (1 charge): using this ability the user can alter a creature's memory of the past 24 hours, the creature must make a DC 24 Wisdom saving throw, on a fail the creature's memory is wiped of the past 24 hours, upon success no effect occurs.
Quick time reversal (2 charges): As a reaction, the user can reverse the last round of combat of a creature within 60 ft, the affected creature regains any lost hitpoints, spell slots, abilities, reactions, item charges (excluding the watch itself) and even concentration spells, the damage the creature did on their turn still remains in effect if they did any and all movement remains if they moved during their turn.
Repetition (3 charges): As a reaction, the user can double up a creatures turn causing the creature to complete it's previous actions again, doing so will cause the same damage as that creatures previous turn, cause a previous spell to fire once again without the use of a spell slot if a creature's attack causes a saving throw the defender will have to repeat their save to not be caught in its effect.
Rapid Aging/De-aging (4 charges): As an action, the user can hold out its hands and force a creature within 30 ft to make a DC 24 Constitution saving throw, upon failing this save the user can alter the creatures age at will turning them into a small baby or advancing them until they are nothing more than dust if a creature succeeds on the save there is no effect.
Overclock (6 charges): As an action, the user can cause a creature to become overclocked this effect causes a creature to move at twice its speed as it is currently living at twice it's normal speed, to the creature nothing around it has changed other then the sudden effect that the world around them has been slowed, this effect allows the creature to double it's movement speed, use two separate actions on it's turn, increases it's armor class by it's Dexterity bonus again if in light or no armor. The user must use its action to maintain concentration on this effect, concentration last up to one hour, though upon becoming overclocked a creature may become exhausted after to much time spent living at double speed, at the end of the overclocked creatures turn it must make a DC 5 + 5 x the number of turns overclocked Constitution saving throw to not suffer a level of exhaustion.
Groundhog Day (6 charges): upon the use of this effect the world is spun back to the user's last long rest, all creatures within the area of the user when this effect occurs remember the events perfectly.
At all costs: The watch is designed to keep its user alive at all costs as such when the user of the watch falls unconscious the watch automatically expends 2 charges to use the Quick Time Reversal effect on its user, the watch will do this until it's charges are almost drained, when only able to use this effect one more time the watch will request permission to activate the Groundhog Day ability as a last-ditch attempt to save its master.
Winding Clock: if at any point the clock goes over its charge limit or all charges are expended the watch will enter a wind-up mode, the user will roll 1d6 to determine how many years the watch will lay dormant for before regaining a single charge. Note if the watch goes over its limit it will have to repay the amount it has gone over, in this case, each charge the watch has gone over will require an extra year to recuperate.
A Time for Action: The watch can extend itself into a weapon of combat causing a second hand to shoot from its top becoming an excellent magical bludgeoning tool, the weapon functions much like a +2 shortsword dealing similar damage.
War Times (1 Charge): An ability exclusive to the weapon side of the watch, this ability allows the user to deal 10 x the damage they rolled on their attack if they so wished.
Notes: The item burns the skin and detects the creatures finger prints and palm prints, the item will only be unattuned if the creature it is attuned to dies
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