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The Chrono Nullifier

The Chrono Nullifier A Small sphere of golden and brass-like clockwork with small blue and yellow electrical light appears in an unoccupied space of your choice within range and lasts for the duration as it will affect time around it and you are holding it.   Echo Weaponized: When you make an attack with a melee weapon, your weapon becomes 3 weapons of the same type at once on hit, they each deal they're separate damages but you are able to use this a number of times equal to your level before making a long or short rest   Void of Time: (3 per long rest) you may create a void in time within the suspended spells you cast. Whenever you cast a spell with an area of effect such as fireball and suspend it, you may increase the size of the A.O.E. by 5 feet for every round that it is suspended.   Time Stops(1 every day) (Concentration for 1 round before casting) Taking a round to focus on the flow of time, you can stop the flow of time temporarily for all hostile targets within 35 foot radius centering you, they must make a Constitution save, and on fail they are stunned until the beginning of your next turn. You can use this ability 1 time per long rest. Increases to 2 times at the 20th level. Temporal Paradox(3 every week) At 16th level, You call upon the fabric of time and summon forth 1d4 different timelines of yourself to come to your aid for 1d12 hours, this different timeline might be from a apocalyptic, peaceful, distasteful, or other timeline meaning it might have it's own special ability, ask your DM about this, and in addition it has the same stats as you, you can use this twice a day before long rest.   Quantum Shift (once every week) All enemies within a 100-foot-radius sphere centered on a specific target must make a Wisdom saving throw. The sphere spreads around corners. A creature takes 25d6 force damage and 25d6 necrotic damage on a failed save, or half as much on a successful one. After the damage has been dealt, every enemy that took damage from this spell must make another Wisdom saving throw. On a failed save, the creature’s Wisdom and Charisma scores become 1. The creature can’t cast spells or activate magic. The creature does not understand where it is or what happened and is now a purely neutral alignment. This spell damages objects in the area and any loose light items get sucked away into a timeless void.   Significance Personal ,Bess

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