Description: A magical gold necklace with a hollow gold medallion and a hour glass embedded in the medallion.
Charges: While wearing this necklace, you can use a total of 3 charges in a couple of ways detailed in this section. All 3 charges are recharged 7 in game days from the use of the first charge. If you use 1 charge on one day and 1 charge on the following day, all charges will be returned 7 days from the use of the first charge. Divine intervention or a wish spell can modify and/or refresh the abilities of the time turner. Extra turns do nothing at this time.
3 Charges: (12hr) Reset to the time when the party first entered the current map/dungeon or to the point of the start of the last long rest. (As long as both the map/dungeon option and the long rest option both fall at or under 12 hours, the user can decide which one they prefer)
2 Charges: (8hr) Reset to the time when the party first entered their last short rest.
1 Charge: (couple mins/secs)1 Reroll of a dice or unmaking of a immediate decision like an inspiration point.
How it works for the user: Whoever is attuned to the item can expend a charge/s from the item. If someone attempts to use to item without being attuned, they must roll a d20. If they fall below a 10, then they immediately lose 10 years of life (essentially disadvantage on all rolls until long rest). If this is done a total of 3 times by someone not attuned, they immediately roll a d20 to determine if they become a newborn baby (below d10) or a pile of ash (above d10). The processes are incurable outside Wish spells and Divine Intervention.
If a attuned person expends a charge/s on the dial, they are sent back to the time depicted above in the "charges" section. They can bring anything they are wearing (clothes, backpacks, etc.) and anyone who is touching the necklace in a 5 foot radius around them. When they arrive back in time, they will assume the position and activity they were doing at that past time. The only way at this time to return to the present is to wait and experience time like non time travelers.
The events of the past timeline cease to exist, and merge into the timeline that went into the past.
Only the people who went into the past are aware of the events in the old timeline.
How it works for non users:
Any PCs who did not travel with the attuned person HAVE TO REANACT their past actions (unless those actions are altered by the time travelers). Any non time travelers will have to explain acceptable reasons to the DM for enacting different actions up until the point of time travel (or take 2d20 Pyschic damage for each action).
NPCs will act the same way in the new timeline as in the original timeline unless new actions affect them.
WARNING!!! Time travel is increasingly more dangerous the further back in time you go. Recommended use is for mundane menial tasks (1 Charge at a time). It is strongly recommended that longer time travel is used sparingly in the most dire of circumstances. Please dont drink and travel.
Notes: Advantage: Saving Throws, Attunement requires one wait until their birthday. When one is blowing out their candles, they must make a DC 25 Wisdom or Intelligence throw. On a failed throw, the individual must roll a d20 to determine if they become a newborn (below d10) or a pile of ash (above d10), Buff, Warding, Jewelry
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