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[Cogwork] Weapon - Telltale Tick

Edit: Removed Attack action requirement to allow for weapon interaction with spells that grant additional attacks or the extra attack from the haste spell.

Welcome to the new month and year! Diving into this theme, I was really tempted to explore the lawful plane of Axiom (my legally distinct original vision for a plane of absolute law, which strangely shares its name with a demigod I threw out during Divine Favors). But I had some sense and focused harder on the Cogwork theme and specifically around the citadel. It'll make for a more cohesive month, allow greater focus on the citadel, and instill less pressure to explore another full plane of existence.

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The first set of items to kick off the Cogwork theme all revolve around time, each a hand from a grand clocktower on the Cogwork Citadel. It was nice to revisit the temporal aspect I originally envisioned for the Infinity Guard before getting distracted with fractals and optical illusions. This legendary rapier can be strong in the right hands, particularly a high-level Fighter. The max 5 charges loosely correspond to the passing of each second, equating to the 6 seconds that pass in a round (1 for the first hit plus 5 per subsequent hit).

Though the rapier's maximum potential damage can be very high with Action Surge, it should be hard to achieve against level-appropriate threats as the possibility of missing increases; it's also not as useful in the hands of other classes. I spent a couple hours doing the calculations and decided I might as well reward the edge case of good teamwork and luck.

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This rapier is the second hand of the Grand Ingajig Clocktower aboard the moving Cogwork Citadel. Not intended for violence, the weapon's magic is intended for precise timekeeping. The second hand embodies the rhythmic tick of the passing second, resounding and unchanging.

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Telltale Tick
Weapon (rapier), legendary (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon. While holding this rapier, you always know the exact number of seconds that have passed since any event of your choice within the past hour.

Rhythm of Time. This weapon becomes more potent on each successive hit. The weapon gains 1 charge after each time you hit a target on your turn with it, up to a maximum of 5. For each charge the weapon has, it deals an extra 1d6 force damage on a hit. The weapon loses all of its charges at the end of your turns, when you hit with it while it has 5 charges, or whenever you miss with a weapon attack made with it..

Rewind the Second. While you wield this weapon, when a creature within 30 feet of you succeeds on an ability check, attack roll, or saving throw, you can use a reaction to force the creature to roll the d20 again and use the new result. Once used, this property can't be used again until the next dawn.

[Cogwork] Weapon - Telltale Tick [Cogwork] Weapon - Telltale Tick

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