Dagger of Time
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Dagger of Time
The dagger of time is a seamingly normal dagger dealing 1d4+1 piercing damage. Finesse, light, thrown (range 20/60) The grip of the dagger is made of glass and filled with sand. (10 charges)
Once a day as a bonus action or reaction the person welding the dagger can reverse time by 6 seconds. When time starts to move forward again, only the person wielding the dagger of time will recall the events of the original timeline. Any rolls made after time has been reversed will be made with advantage if they are rolled by the dagger's owner, or at disadvantage if rolled by an enemy. Time can be reversed by more than 6 seconds or multiple times a day by expending 1 charge. Once all ten charges have been expended, the dagger ceases to function and turns to sand.
Once a day as an action the person wielding the dagger can cast the spell Slow without expending a charge. The spell Slow can be cast an additional amount of times by expending 1 charge. Once all ten charges have been expended, the dagger ceases to function and turns to sand.
Once a day as an action the person wielding the dagger can cast the spell Haste without expending a charge. The spell Haste can be cast an additional amount of times by expending 1 charge. Once all ten charges have been expended, the dagger ceases to function and turns to sand.
Once a day as an action or reaction the person wielding the dagger can attempt to freeze a target in time without expending a charge. The target must make a DC 18 Charisma save. On a failed save, the target is paralyzed for 1 round. On a successful save the target suffers the same effects as if they had the spell Slow cast on them. The wielder of the dagger can attempt to freeze other additional tagets by expending 1 charge. Once all ten charges have been expended, the dagger ceases to function and turns to sand.
Once a day as a bonus action or reaction the person welding the dagger can reverse time by 6 seconds. When time starts to move forward again, only the person wielding the dagger of time will recall the events of the original timeline. Any rolls made after time has been reversed will be made with advantage if they are rolled by the dagger's owner, or at disadvantage if rolled by an enemy. Time can be reversed by more than 6 seconds or multiple times a day by expending 1 charge. Once all ten charges have been expended, the dagger ceases to function and turns to sand.
Once a day as an action the person wielding the dagger can cast the spell Slow without expending a charge. The spell Slow can be cast an additional amount of times by expending 1 charge. Once all ten charges have been expended, the dagger ceases to function and turns to sand.
Once a day as an action the person wielding the dagger can cast the spell Haste without expending a charge. The spell Haste can be cast an additional amount of times by expending 1 charge. Once all ten charges have been expended, the dagger ceases to function and turns to sand.
Once a day as an action or reaction the person wielding the dagger can attempt to freeze a target in time without expending a charge. The target must make a DC 18 Charisma save. On a failed save, the target is paralyzed for 1 round. On a successful save the target suffers the same effects as if they had the spell Slow cast on them. The wielder of the dagger can attempt to freeze other additional tagets by expending 1 charge. Once all ten charges have been expended, the dagger ceases to function and turns to sand.
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