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### Time
Time
**Damage type:** Lightning
*Realm rune*
___ ***
Accelerate (Always).
*** You can manage to slow down time for yourself, acting more quickly than normal. This gift affects you whenever you do one of the following as an action on your turn: Dash, Disengage, Dodge, Help, Hide, or Search. When you do so, you can take any of those actions as a bonus action. ___ ***
Horologist.
*** As an action, you can cause a harmless sensory effect to appear on the rune which will give the exact current time. You can also choose for the rune to show how long it has been since or how long remains until certain fixed points in a day such as noon, midnight, sunrise, or sunset. ___ ***
Pause.
*** You can spend 10 minutes inscribing a powerful time rune onto a solid surface or the ground within 5 feet of you. When you finish the inscription, the rune creates a 10-foot-radius bubble of energy, which slips you and any other willing creatures within the area to a demiplane outside of time. This rune lasts for 1 hour, or until you choose to end it as an action. Until the rune loses its power, no creature transported by it can leave its area. While on this plane, time seems to pass normally. Occasionally, you may be able to see other bubbles of rune knights using the stop rune, including yourself at different points in time. Any attempt to influence or communicate with other bubbles of frozen time beyond looking at them fails. When the rune loses its power, you and all creatures in the area return to the exact place that you left, with no time having passed since you inscribed the rune. ___ ***
Rewind.
*** You can use the Attack action to make a special melee attack, a rewind. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. On a hit, the target takes 1d6 lightning damage, and then they are pulled back in time to just before the hit and struck again, for a total of 2d6 lightning damage. ***Empower.*** You can expend a spell slot to keep rewinding the target, pummeling them repeatedly. On a hit, the target takes an additional 2d6 lightning damage for a 1st-level spell slot, plus an additional 2d6 for each level higher than 1st. ___ ***
Stop.
*** You can use an action to freeze time for an object that isn't being worn or carried by another creature that you are touching. The object must weight 5 pounds or less. When frozen, the object doesn't move, even if it is defying gravity. The object can hold a number of pounds equal to 200 x your Intelligence modifier. More weight causes this effect to end. A creature can use an action to make a Strength check (DC equal to your runic save DC), moving the object up to 10 feet on a success. The object unfreezes if you move more than 20 feet from it or dismiss the effect as an action. ***Empower.*** You can expend a spell slot to attempt to freeze time for a living creature that you can see within 20 feet of you. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn for a 1st-level spell slot. For each level higher than 1st, you can choose two additional targets for this gift.