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Hey heroes! Thanks for hanging out last night! Here's the first iteration of the Chronomancer's Eyepiece. Its balance and description may change between now and next Monday when it's released here, but this is the first look at this cool new item!

See you next week!

Chronomancer's Eyepiece
Wondrous item, very rare (requires attunement)

This singular lens lets you faintly see and command the flow of time around a target. The eyepiece has 4 charges and regains 1d4 expended charges daily at dawn. While wearing the eyepiece, you use a reaction at the end of another creature's turn to speak either of the eyepiece's two command words to warp the forces of time around that creature. You must be able to see the target, and it must be within 60 feet of you.

Past. The target must make a DC 16 Charisma saving throw. On a failed save, the target is teleported back to the space it was at the beginning of its turn.

Future. The target can immediately move again up to its speed, without provoking opportunity attacks, but can't move on its next turn.


The flow of water can be dammed, but only for so long. So, too, can time. I can see that clearly now.

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Hey heroes! Well, this is what I get for forgetting to turn on the limits to single votes. Oh well! I guess we'll roll the dice tonight to make a choice, but I'll go ahead and make these other chronomancy items next!

Come hang out in the stream and let's make something!

https://www.youtube.com/watch?v=9nVXm0RUZcY

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Hey heroes!

Let's do a timey-wimey thing! Awesome suggestions this week. These are just ideas, and their finer mechanics can be revised during the livestream and during the balancing process.

I'll be updating this post just before 7:30pm EST tonight with the exclusive YouTube link to the stream. You should get an email alerting you to the change!


Ideas

Clockwork Monocle — a monocle that lets you rewind or fast forward targets' movement, allowing you to return creatures to where they started their turn or double their movement speed on their current one.

Hour and Minute — A shortsword and dagger pair that when placed on the ground move to tell the time, with 12:00 being north. When you score a critical hit against creature with Hour (the shortsword), that creature is under the effects of the slow spell until the end of its next turn. If you score a critical hit with Minute (the dagger), you are under the effects of the haste spell until the end of your next turn.

Hand of Time — A glove with a clock-like pattern on it. It has 12 charges and regains 1d12 daily at dawn. You can use it to reroll an attack you or a hostile creature makes, using the new result (4 charges), or cast the alarm (1 charge) or contingency spell (12 charges) from it.

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