Zafkiel (5e Equipment)

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Zafkiel

Wondrous Item, artifact (Requires attunement by a creature Zafkiel deems worthy)

This is a large clock with Roman numerals that hovers behind the owner when summoned. Its size scales to always have a diameter equal to twice your height. It is accompanied by an archaic pistol and musket that serve as its hour and minute hands respectively. If you lose the ability to use one of your Numbered bullets, its corresponding numeral on Zafkiel's clock loses its light and dims until you regain the ability to use it.

Magical Creation. Zafkiel and its firearms can not be destroyed while you are alive. While it is not attuned to a creature, Zafkiel can be destroyed by divine intervention at exactly midnight.

Magically Bound. This item can not be removed from you against your will. You can summon Zafkiel as a bonus action, and dismiss it to its own extradimensional space as a bonus action. While Zafkiel is summoned, its pistol and musket are also summoned and must be wielded. When a creature attunes to Zafkiel, it is permanently attuned and bound to them. An attuned creature is cursed, becoming unwilling to part with Zafkiel. Divine intervention can break this curse, ending the attunement.

Magically Tuned. Zafkiel and its firearms can be used as a spellcasting focus.

Limitless Firepower. Zafkiel's firearms do not use ammunition. Instead, they create their own bullet upon being fired, except for when firing a Numbered bullet, which disappears upon a hit or miss. You must alternate between using the musket and pistol when attacking with them.

Lightweight Frame. Zafkiel's firearms have a range of 30/90 feet, have the light property. The pistol deals 1d10 piercing damage and weighs 1 lb. The musket deals 1d12 piercing damage, does not have the two-handed property, and weighs 4 lbs.

Altered Life. When you attune to this item, your lifespan is permanently altered. You stop aging and your life is now measured in Time Units. You start with 30 time units when you attune to this item. Your number of Time Units decreases by 1 every midnight. If you are on a plane that does not have the passage of time, your Time Units do not decrease. The iris and pupil of your left eye (if you have eyes) transform into a tiny gold clock. You still see out of your left eye as normal. This clock's hands spin clockwise very slowly, representing the amount of Time Units you have left, and spin counterclockwise when you gain Time Units. When you reach 0 Time Units, you instantly die, bypassing your death saves.

Second

Magic Item. You have a +1 bonus to attack and damage rolls made with Zafkiel's firearms.

Life Steal. When another creature, that is not a familiar or summoned creature, you can see within 30 feet dies, you can use an action to take 30 Time Units from their death. The creature must not be a familiar. You can have up to a total of 90 Time Units at any given moment.

Minute

Magic Item. You have a +1 bonus to attack and damage rolls made with Zafkiel's firearms.

Life Steal. When another creature, that is not a familiar or summoned creature, you can see within 30 feet dies, you can use an action to take 30 Time Units from their death. The creature must not be a familiar. You can have up to a total of 90 Time Units at any given moment.

Time Emperor. When you attack with Zafkiel's pistol or musket, you can choose to fire a Numbered bullet instead. When you fire a Numbered bullet, you point the pistol or musket used in the attack at the numeral on Zafkiel's clock that corresponds with the Numbered bullet. The firearm will then create the bullet using the appropriate amount of your Time Units. You then make the attack against the target creature. If the Numbered bullet requires the target to make a saving throw, the saving throw DC is equal to 8 + your proficiency bonus + you Dexterity modifier. You can also attack yourself with the Numbered bullet. If you target yourself or a willing creature, the attack automatically hits. The Numbered bullet disappears upon a hit or miss. The Numbered bullet has the same appearance as a regular bullet, but deals no damage. The Numbered bullet's effect applies immediately after it hits the target. The Numbered bullet choices and their cost are listed below.

Hour

Magic Item. You have a +2 bonus to attack and damage rolls made with Zafkiel's firearms.

Life Steal. When another creature, that is not a familiar or summoned creature, you can see within 30 feet dies, you can use an action to take 30 Time Units from their death. The creature must not be a familiar. You can have up to a total of 90 Time Units at any given moment.

Time Emperor. When you attack with Zafkiel's pistol or musket, you can choose to fire a Numbered bullet instead. When you fire a Numbered bullet, you point the pistol or musket used in the attack at the numeral on Zafkiel's clock that corresponds with the Numbered bullet. The firearm will then create the bullet using the appropriate amount of your Time Units. You then make the attack against the target creature. If the Numbered bullet requires the target to make a saving throw, the saving throw DC is equal to 8 + your proficiency bonus + you Dexterity modifier. You can also attack yourself with the Numbered bullet. If you target yourself or a willing creature, the attack automatically hits. The Numbered bullet disappears upon a hit or miss. The Numbered bullet has the same appearance as a regular bullet, but deals no damage. The Numbered bullet's effect applies immediately after it hits the target. The Numbered bullet choices and their cost are listed below.

Day

Magic Item. You have a +2 bonus to attack and damage rolls made with Zafkiel's firearms.

Life Steal. When another creature, that is not a familiar or summoned creature, you can see within 30 feet dies, you can use an action to take 30 Time Units from their death. The creature must not be a familiar. You can have up to a total of 150 Time Units at any given moment.

Time Emperor. When you attack with Zafkiel's pistol or musket, you can choose to fire a Numbered bullet instead. When you fire a Numbered bullet, you point the pistol or musket used in the attack at the numeral on Zafkiel's clock that corresponds with the Numbered bullet. The firearm will then create the bullet using the appropriate amount of your Time Units. You then make the attack against the target creature. You can also attack yourself with the Numbered bullet. If you target yourself or a willing creature, the attack automatically hits. The Numbered bullet disappears upon a hit or miss. The Numbered bullet has the same appearance as a regular bullet, but deals no damage. The Numbered bullet's effect applies immediately after it hits the target. The Numbered bullet choices and their cost are listed below.

Angel

Magic Item. You have a +3 bonus to attack and damage rolls made with Zafkiel's firearms.

Life Steal. When another creature, that is not a familiar or summoned creature, you can see within 30 feet dies, you can use an action to take 30 Time Units per your character level from their death. The creature must not be a familiar. You can have up to a total of Time Units equal to your character level multiplied by 1000 at any given moment.

Time Emperor. When you attack with Zafkiel's pistol or musket, you can choose to fire a Numbered bullet instead. When you fire a Numbered bullet, you point the pistol or musket used in the attack at the numeral on Zafkiel's clock that corresponds with the Numbered bullet. The firearm will then create the bullet using the appropriate amount of your Time Units. You then make the attack against the target creature. If the Numbered bullet requires the target to make a saving throw, the saving throw DC is equal to 8 + your proficiency bonus + you Dexterity modifier. You can also attack yourself with the Numbered bullet. If you target yourself or a willing creature, the attack automatically hits. The Numbered bullet disappears upon a hit or miss. The Numbered bullet has the same appearance as a regular bullet, but deals no damage. The Numbered bullet's effect applies immediately after it hits the target. The Numbered bullet choices and their cost are listed below.

Numbered Bullets

First Bullet Aleph. Cost: 30 Time Units. The target's speed increases by 10 until the end of your next turn.

Second Bullet Bet. Cost: 30 Time Units. The target's speed decreases by 10 for 1 minute. At the end of each of its turn, the target can make a Constitution saving throw. On a success, this effect ends early on the target.

Third Bullet Gimmel. Cost: 365 Time Units. The target's is magically aged 1 year, unless it is a familiar, immortal, immune to aging, or immune to magical aging effects.

Fourth Bullet Dalet. Cost: 365 Time Units. The target regains 1/4 of its missing hit points, rounded down, unless it is at 0 hit points. A creature hit by this Numbered bullet can not be affected by it again until they finish a long rest.

Fifth Bullet Hei. Cost: 180 Time Units. This Numbered bullet can only affect yourself. You see a glimpse of the future. The DM determines the contents of the vision. It is a truthful vision, but does not take into consideration any possible major events that could affect the possible future. When you use this Numbered bullet, using it again before taking a long rest will force you to make a Constitution saving throw. On a failure, you gain 1 level of exhaustion.

Sixth Bullet Vav. Cost: 365 Time Units. The target's consciousness is sent into a past version of themselves, permanently. The DM determines how far back the target's consciousness is sent, up to 3 days prior. Since only their consciousness is sent back, the retain all their memories, but their abilities, features, spell slots, levels, hit points, and the world around them are reset back to what they were in that point in time. If you target yourself, the use of this Numbered bullet is remembered. When you use this bullet, using it again within 7 days will force you to make a Constitution saving throw. On a failure, you gain 2 levels of exhaustion.

Seventh Bullet Zayin. Cost: 90 Time Units. The target must make a Constitution saving throw, unless they are willing, in which case they can choose to automatically succeed or fail the saving throw. On a failure, the target's time is frozen for 1 minute. While frozen, the target is blinded, deafened, incapacitated, paralyzed, petrified, restrained, stunned, and is unaware of the world around them. While the target is frozen, all attacks against them are an automatic non-critical hit, it fails all saving throws, it is immune to all damage, spells, and effects, and can not be physically interacted with.

Eighth Bullet Het. Cost: 180 Time Units. A clone of the target is created. The clone appears at an unoccupied space of your choosing within 10 feet of the target. The clone is an exact copy of the target, with an exact copy of all of their equipment, except magic items. The clone is friendly to the target and creatures designated by the target. It obeys the target's spoken commands and acts on the target's turn in combat. The clone lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. The clone can not regain hit points. The clone and its copied equipment disappear after 1 day.

Ninth Bullet Tet. Cost: 90 Time Units. This Numbered bullet can only affect yourself. You share your senses with another creature at a different point in time from you for 1 minute. Make a Wisdom saving throw. If you have ever casted a Divination spell before, you make this saving throw with advantage. On a success, you can choose the creature you want to share senses with, provided you know the point in time, as well as the creature's location at that point in time. On a failure, or if you are wrong about the creature's location at your chosen point in time, the DM chooses the creature you share sense with. While you are sharing senses, you can both telepathically speak to each other, as well as see out of the other's eyes and hear what the other hears.

Tenth Bullet Yud. Cost. 90 Time Units. You see a glimpse of the target's past. The DM determines the contents of the vision. The vision is truthful, free from any lies.

Eleventh Bullet Yud Aleph. Cost: A number of Time Units equal to the square of the number of days the target is sent forward. The target is sent forward in time for 3 days. You determine the number of days the target is sent forward. If you use this bullet on yourself, you can end this effect early at any time. The DM determines what the future world is like. The future world is a possibility, but does not take into consideration any possible major events that could affect the future. After 3 days has passed, or you end the effect on yourself early, the target is brought back to the point in time they were hit by this Numbered bullet. When the target is brought back, any objects the target is wearing or carrying that they did not have before being sent forward are not brought back with them, and all changes they caused are reverted.

Twelfth Bullet Yud Bet. Cost: A number of Time Units equal to the square of the number of days the target is sent backward. The target is sent backward in time for 3 days. You determine the number of days the target is sent backward. If you use this bullet on yourself, you can end this effect early at any time. The past world around the target is exactly the way it was at that point in time. After 3 days has passed, or you end the effect early on yourself early, the target is brought back to the point in time they were hit by this Numbered bullet. When the target is brought back, any objects the target is wearing or carrying that they did not have before being sent backward are not brought back with them, and all changes they caused are reverted.


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