Hourglass of Stolen Time
Wondrous Item • Very Rare • Requires Attunement
Fast Forward. As an action, you can end one condition affecting you or one spell affecting you.
Rewind. As a reaction to failing an ability check, attack roll, or saving throw, you can turn the hourglass and reroll the die. You must use the new roll. You then gain one level of exhaustion. Once used, this property can't be used again until the next dawn.
Stolen Moments. When a creature you can see within 30 feet uses its bonus action, you can use your reaction to steal that moment. The creature can't use that bonus action, and on your next turn you can use two bonus actions.
Years to Seconds. When you roll initiative, you can expend up to 5 years of your life. Your initiative increases by an amount equal to the years expended.

Hourglass of Stolen Time
Wondrous Item • Legendary • Requires Attunement
Drain Time. As an action, choose one creature of the same creature type as you within 30 feet. The target must make a DC 17 Constitution saving throw. On a failed save, it magically ages 1d6 years, and you become younger by an equal amount of years. Regardless of success or failure, a creature can only be affected once and then becomes permanently immune to this feature.
Fast Forward. As a bonus action, you can end one condition affecting you or one spell affecting you.
Rewind. As a reaction to failing an ability check, attack roll, or saving throw, you can turn the hourglass and reroll the die. You must use the new roll. You then gain one level of exhaustion. Once used, this property can't be used again until the next dawn.
Stolen Moments. When a creature you can see within 60 feet uses its bonus action, you can use your reaction to steal that moment. The creature can't use that bonus action, and on your next turn you can use two bonus actions.
Years to Seconds. When you roll initiative, you can expend up to 10 years of your life. Your initiative increases by an amount equal to the years expended.

Hourglass of Stolen Time
Wondrous Item • Artifact • Requires Attunement
It is said that the sands within this hourglass were taken from the first moment that ever existed. No other object has counted time longer than it.
Random Properties. The Hourglass of Stolen Time has the following random properties:
- 2 minor beneficial properties
- 2 minor detrimental properties
Drain Time. As an action, choose one creature of the same creature type as you within 30 feet. The target must make a DC 20 Constitution saving throw. On a failed save, it magically ages 3d6 years, and you become younger by an equal amount of years. Regardless of success or failure, a creature can only be affected once and then becomes permanently immune to this feature.
Fast Forward. As a bonus action, you can end one condition affecting you or one spell affecting you.
Final Moment. When you die, you can refuse your death. You immediately return to life with all your hit points restored and gain the benefits of a long rest. The hourglass is then destroyed. It reforms after 100 years in a random location on the same plane.
Rewind. As a reaction to failing an ability check, attack roll, or saving throw, you can turn the hourglass and reroll the die. You must use the new roll. You then gain one level of exhaustion.
Stolen Moments. When a creature you can see within 60 feet uses its bonus action, you can use your reaction to steal that moment. The creature can't use that bonus action, and on your next turn you can use two bonus actions.
Years to Seconds. When you roll initiative, you can expend a number of years of your life. Your initiative increases by an amount equal to the years expended.
Destroying the Hourglass. The hourglass can be destroyed only by a creature that has stolen more than 1,000 years through its Drain Time property. Such a creature can destroy the hourglass by willingly sacrificing all the remaining years of its life to it. The creature ceases to exist, and all memories of it are erased. It can't be restored to life by any means. The hourglass then shatters and is destroyed.

Using Evolving Items
Evolving items can be used as standard magic items—the GM simply determines the rarity at which the item is found...
- Character Growth. Reaching a specific level or proficiency milestone.
- Arcane Empowerment. Enhancing the item through crafting or rituals.
- Attunement Over Time. Deepening attunement through continued use.
- Thematic Achievements. Fulfilling tasks or trials related to the item’s nature.
- Divine or Infernal Favor. Gaining recognition from powerful entities.
- Environmental Influence. Exposure to special locations or events.
By using evolving items, the GM can weave them into the story, making them feel personal and rewarding as they develop alongside the characters.
