relic, (requires attunement)
The blade of cloth shimmers with the light of the weft and weave of time and fate, made of the matter of reality itself.
You gain a +5 bonus to attack and damage rolls made with this blade. It ignores all damage resistances and immunities and deals force damage.
When you use this weapon to attack a non-diety that has at least one head and roll a 20 on the d20, you cut off one of the creature's heads. If the creature is unable to have a head removed due to not having one, being too large, or being a deity, it instead takes an extra 50 points of damage.
You immediately sense the direction, distance, and nature of any being summoned to the Material Plane of HD 9 or greater within 1000 mile radius. As an action, you can teleport to the site of the summoning within one minute of sensing it. You can reuse this upon dawn.
Once per day, as an action, you can name a location you are familiar with on any plane and travel there.
As an action, you can banish any creature not native to the plane you are on, sending them back to their plane of origin without a saving throw.
As a bonus action, choose a target and a number between 1 and 6. If the target is willing, it is removed from the timestream and will reappear on initiative count 20 that number of rounds later. If it is unwilling it can make a DC 18 Wisdom saving throw to resist.
As an action, you can sacrifice a number of Hit Dice to take a number of turns in a row. The cost of each subsequent turn increases by 1 for each previous turn (1 for the first, 2 for the second, and so on).
You cease aging. Once per year, as an action, you may sacrifice a number of Hit Dice to move forward or backward in time by a hundred years per Hit Dice sacrificed. You can observe and interact with, but cannot change, the past or future. Because of the nature of the Timescape, the past or future you find yourself in may not be your past or future.
Time slows for you as you deflect the future itself.
As a reaction to being hit by an attack, you can expend a Hit Die to force the attack to miss, you may immediately teleport up to 30 feet as part of the same reaction.
Your motion fractures into afterimages, each delivering a piece of the strike.
Once per long rest, as a bonus action after making an attack, you can weave three temporal versions of yourself that also strike. Each version repeats your last melee attack against a target within 30 feet. They use your attack modifier but deal only half damage. These attacks ignore opportunity attacks and reactions.
You see the stitch in fate as it is woven.
Once per turn you may have the target of a successful attack roll 1d6. On a 6 that attack is considered a critical hit. This effect stacks with normal critical hits (dealing triple damage).