Being crafted by Lanzu Lutfi
Pendant Stopwatch (Wondrous) - Minor Legendary Artifact (25,500gp, 100 days) - Attunement: Spellcasting Feature
Forged within the Antediluvian Heart, an ancient forge dwelling deep within the mountains of Krazax, by Sir Eluitholel Daron and the gnome Archdruid of Kalkatesh, Lanzu Lufti, during times of strife, pain and worry. This pendant symbolises the sacrifices of The Shattered Clock, the Time Keeper, Raquel; it’s very form being that of her holy symbol other than it has not been shattered, instead it is in an uncanny state of constant pristine condition. An unwavering eternal clock has been sealed away behind surprisingly durable glass. The string of the pendant has been made out of strong plant fibers found in Alaheim, uniting the many trials Lanzu has faced over his years of adventuring, his ambition to create a brighter future and hope to protect the ones he loves with reflections of The Weeping One’s inconceivable task. Every second radiates a pulse of primal and divine magic in an alternating pattern, every hour pulses with an immense combination of the two.
This item counts as both a Druidic Focus and a Holy Symbol for a follower of Raquel.
Your Constitution score increases by 3, to a maximum equal to your ability score cap. This is affected by ability score cap increases.
Never Lost in Time. As long as you are on the same plane of existence as this stopwatch, you can use an action to teleport it back into your hand. The clock is never wrong, always telling the exact time unless anything was to mess with the flow of time itself.
Chronological Incantation:
The amulet has 24 charges, you regain 16 charges when you finish a long rest and 2 charges when you finish a short rest. You can expend 1 or more of its charges on the following abilities, using your Wisdom to determine the spell save DC:
• As an action, you can spend up to 3 charges to increase your walking speed by 10 feet per charge spent, to a maximum of 30 feet. At the start of each of your turns after this, you must spend the same amount of charges or the ability ends.
• You can spend 4 charges to cast one of the following spells: Invisibility, Shield and Bane.
• You can spend 8 charges to cast one of the following spells: Haste, Slow and Life Transference.
• As a reaction, when a creature you can see within 60 feet of you would drop to 0 hit points as a result of taking damage you can spend 12 charges, the target instead drops to 1 hit point. You can only use this reaction once, regaining the use at the end of a long rest.
Time Warp: You can use your bonus action to break the stopwatch momentarily, its glass cracks and the arms of the clock begin to turn in unpredictable ways. For 1 minute you are able to break the rules of time. Whenever you take damage while you are under the effects of this ability, you must make a Wisdom saving throw to maintain your grasp on time. The DC equals 10 or half the damage you take, whichever number is higher. The effects of Never Lost in Time are inactive while the clock is broken.
While affected by this ability you can cast spells at an unnaturally quickened rate. Hard Cast spells that would normally take 1 minute can now be cast as an action, cantrip range is doubled and Hard Cast spells that have a range of touch can now be cast on a target within 30 feet. A spell can only be affected by one of these modifiers at a time.
When this ability ends, you must succeed on a DC 24 Intelligence saving throw or suffer one stack of exhaustion as you drag yourself back, repairing time around you. The amulet and clock return to being in pristine condition as if never broken in the first place. Each time you succeed on this saving throw, the DC is increased by increments of 4 until being reset when you finish a long rest.
The Truth of Shattered Time: As a free action using a free hand while under the effects of Time Warp, you can grasp the broken stopwatch and shout out the words ‘The World!’ Doing so causes you to briefly be able to move outside of time as everything else seems to freeze to a halt around you. During your turn, creatures in the combat cannot use their reactions, you have advantage on your attack rolls, your speed is doubled (not stackable with Haste) and you gain an additional use of your action. Any damage you inflict, healing you do, saving throws a creature must make and triggered effects you set off (such as traps) are delayed until this effect ends. You and anything you interact with are considered invisible until this effect ends.
This effect ends early if one of the actions you use, or any effects that you create during this period, immediately affects a creature other than you or an object being worn or carried by someone other than you.
At the end of your turn, all effects previously delayed are triggered in the order they were applied before the start of the next creature's turn. To other creatures it looks like suddenly jolt into a new position even if you had stayed still, alongside anything you had interacted with during the round. Time Warp ends early at the end of the round but the clock does not repair itself like normal, as such you do not need to succeed on the Intelligence saving throw as the clock takes the strain in your stead. Instead, it stays broken until you finish a long rest and while broken in this manner, Never Lost in Time, Chronological Spellcasting and Time Warp cannot be used until repaired during the long rest.
If something is able to react to stop you from finishing the words or if the words are unable to be heard clearly, such as if you are silenced, then nothing happens and you cannot attempt to use The Truth of Shattered Time until you activate Time Warp again.