Magic Resistance. Yinro has advantage on saving throws against spells and other magical effects.
Pocket-Watch of Time. The watch is used to heavily amplify Yinro's chronomancy spells. The watch has 10 HP, 20 AC, and any attack directed at the watch is at disadvantage almost as if the watch is affecting the flow of time to avoid its destruction. If the watch is destroyed, the following chronomancy abilities are ended and can no longer be used; Rewind, Haste, Curse of Aging, Grist, Halt, and Déjà Vu.
Rewind (3/Day). Yinro clicks his pocket watch setting a point in time that his body can rewind to. By clicking it again he can revert back to the state of being he was at when he set the reset point, which includes his health, stats, status, equipment, and memories. The only thing he remembers from the rewind is that it was triggered. If Yinro takes longer than a minute to rewind back, his reset point expires and he will need to set a new one. If Yinro were to die but someone was to press the button on his watch he could still rewind back, assuming a minute hadn't passed yet.
Constant Acceleration. Yinro's pocket watch constantly accelerates his speed giving him a +2 bonus to AC, advantage on Dexterity saving throws, doubling his movement speed, and one additional action on each of his turns.
Multiattack. Yinro makes five melee attacks.
Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Curse of Aging. Yinro clicks his pocket watch as the hands begin spinning rapidly clockwise as time accelerates for a humanoid that you can see within 60 ft. of range until it becomes withered and old. An unwilling creature must make a DC 15 Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger, a creature that does not naturally experience aging, or a creature with 0 hit points. The target retains all of its game statistics except its base movement speed, which becomes 10 ft., and hit points, which becomes 1. It retains its alignment and personality. Yinro can only have this effect active on one creature at a time, and if he were to use it on a different creature the effect would wear end on the initial creature.
Grist. Yinro clicks his pocket watch, the hands of the watch spinning rapidly counter-clockwise as his hand begins to glow an ominous blue aura as he attempts to touch a nonmagical object, which must be contained entirely within a 5-foot cube as the object reverts into its raw materials. If you target an object being held, worn, or carried by an unwilling creature, that creature must succeed on a DC 15 Dexterity saving throw, dodging Yinro if they succeed.
Déjà Vu. Yinro clicks his watch, briefly rewinding the thoughts of a creature of his choice that he can see within 60 ft. of range. The target must succeed on a DC 15 Wisdom saving throw or, on his next turn, be forced to use its action to take the same action it took on its previous turn. If the target is unable to take that action again, it instead takes no action.
Delay. Yinro briefly slows time for a creature of his choice that he can see within 60 ft. of range. The creature must succeed on a DC 15 Wisdom saving throw or suffer the following effects. The creature is moved to an initiative slot of your choice that more distantly follows your current turn and has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.
Undo Harm. You reverse time around a fresh wound, healing some of the damage. You regain up to 3d4 hit points, but no higher than the amount of damage that you took since your last turn. This effect can also be used on the Pocket-Watch of Time.
Time's Arrow. You freeze a projectile that you can see within 120 ft. of range mid-flight in an attempt to alter its trajectory to hit a different target of your choice, provided they are within the weapon or spell's range from the projectile's new location. Alternatively, you can cause the projectile to drop to the ground harmlessly, fizzling, if it's a magical effect.
Halt. Yinro clicks his watch as a moderate magical force slows time around a Medium or smaller creature that you can see within 30 ft. of range. The target must succeed on a DC 15 Wisdom saving throw or have its speed reduced to 0 until the end of the turn.
Purge. You quicken the pace of your recovery, causing malady afflicting yourself to pass faster than it would otherwise. You can immediately make a saving throw against an effect that allows you to make saving throws on each of your turns.







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