In case anyone didn't know, "nick" can also mean a small scratch or cut, hence the longsword name. Unlike the second hand, which is designed around the rhythm of the tick, the minute hand is all about self-buffing and being fast. I particularly like the interaction between Minuteman's extra attack's increased potential for crits and Cycle of Time. Last Minute Boon allows the weapon to remain relevant even if you've used the 1/day Minuteman.
Now Minuteman also doesn't stack with haste, so... have fun!
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This longsword is the minute hand of the Grand Ingajig Clocktower aboard the moving Cogwork Citadel, wielding magic intended only for the perfect calibration of time. The minute hand embodies the restless advancement of time, always pushing forward into the future.
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Nick of Time
Weapon (longsword), legendary (requires attunement)
You have a +2 bonus to attack and damage rolls made with this magic weapon. While holding this sword, you always know the exact number of minutes that have passed since the last dawn.
Cycle of Time. Each time you take the Attack action and score a critical hit with this weapon, you can make another attack with it as part of the attack.
Minuteman. While you wield this weapon, you can use an action to accelerate time around you for 1 minute. On the turn you activate this property and for the duration thereafter, your walking speed increases by 10 feet and you can take one additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once used, this property can't be used again until the next dawn.
Last Minute Boon. The Minuteman property of the weapon also automatically activates (no action required) if you roll for initiative and roll a 20 on the d20, regardless of whether it has any remaining uses. This activation of the property does not expend a use of Minuteman.