Greatsword of Time (5e Equipment)

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Weapon (greatsword), legendary (requires attunement)

This sword flows with magical energy powered by a unique small-sized bell-clocked, the hands of the clock move oddly by moving anticlockwise and clockwise every now and then, also speaking its command work "Time Tell" tells you the year, day, hour, minute, and second at time you spoke the command word. It weighs 15 lbs. A hit from it makes opponents confused as if they have been hit by literal time.

Magic Weapon. This weapon deals an additional 1d6 psychic damage and grants a +3 bonus to attack and damage rolls.

Charges. This sword has 50 charges and recharges 5d10 charges every 3 days to the faint sound of a bell coming from within the sword. However, if the charges fall to 0, the sword starts to warp in and out of the past, present, and future until it stops in the present then it explodes in a 120-foot radius sphere centered on the sword. Each creature in that radius takes 5d10 psychic damage and 5d10 force damage. Creatures that survive the initial blast and remain in the radius must roll a 1d4. Each creature that rolled a 1 is sent to the past; each creature that rolled a 2 is sent into the future; each creature that rolled a 3 or 4 remains in the present. Any creatures sent to the past or future can learn valuable or unimportant information. After learning said information, the creature is instantly sent back to the present, and the greatsword is destroyed leaving an unmagical, broken clock. A list of actions you can do with the charges is shown here and the cost as well as the time it takes to make those actions.

Blink Dash. As a bonus action you can use 5 charges and you surround yourself in spectral clock bells and a tiny hand moves rapidly and you can move up to 50 feet and you don't trigger opportunity attacks while using this action to dash this way.
Temporal Smite. As a free action you can spend 10 charges to create an aura around the sword, glowing a bright green-purple and your next attack does 3d8 psychic damage and the target must make a DC 10 + your proficiency bonus + your Strength or Wisdom modifier saving throw or be sent 1 round back in time, while this happens the target disappears until the next round.
Warp Barrage. As a bonus action you can spend 20 charges and can shoot up to 5 orbs of bright green, time-energy. The orbs have a range of 50 feet and the targeted creature must make a DC 10 + your proficiency bonus + your Strength or Wisdom modifier saving throw or be hit, if you decide to use 1 or more orbs on a different target creature they must make the same saving throw, the orbs do 2d4 force damage each hit.
Time Stop. As an action you can spend 50 charges making the sword glow bright and the clock on the sword to spin rapidly making a loud unharmful bang and creates and uses time stop.
3.00
(2 votes)

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