Base Class: Cleric
Gods of time -- including Labelas Enoreth, Savras, Istus, Chronos, and the Moirai -- govern the passing of years and the turning of seasons. These deities oversee cause and effect, providing a background against which the course of history unfolds. They are also gods of fate and of the inevitable, responsible for the fulfillment of prophecies and the destinies of mortals. Clerics of gods of time are granted knowledge of events in the distant past and the far future, and are tasked with protecting prophecies and ensuring pivotal moments in history.
Domain Spells
You gain domain spells at the cleric levels listed in the Time Domain Spells table. See the Divine Domain class feature for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | feather fall, shield |
| 3rd | blur, misty step |
| 5th | slow, haste |
| 7th | dimension door, fabricate |
| 9th | hold monster, legend lore |
Oracle
At 1st level, you can see glimpses of future, that gives you an advantage on initiative checks.
Scholar of Time's Flow
At 1st level, you are never surprised. Additionally, you are proficient in the History, Insight, & Perception skills and may double your proficiency bonus when making History, Insight, & Perception skill checks.
Channel Divinity: Overclocking
Starting at 2nd level, you can use your Time Domain's version of Channel Divinity to alter the flow of time to your benefit. On your turn, you may use your Channel Divinity to take one additional action on top of your regular action.
Chronurgist
At 6th level, when you use the Overclocking feature, until the beginning of your next turn, your movement speed doubles, attack rolls and Dexterity saving throws you make have advantage, and attack rolls against you have disadvantage.
Additionally at 6th level, you can target objects, as well as creatures, with your domain spells. For example, you can cast slow on a rolling boulder or feather fall on a falling glass.
Expedite
Starting at 8nd level, you can briefly speed up time for yourself. You can use this feature to take the Attack, Dash, or Use an Object actions as a bonus action.
You can use it times equal to your Wisdom modifier. You regain all used during long rests.
Temporal Mastery
At 17th level, you gain the time stop and foresight spells as domain spells. You stop aging, and you do not suffer the effects of old age.
Additionally, during or at the end of any turn, you may reverse time to the beginning of that turn and instead immediately take your turn. After your turn, regular turn order continues. You also gain one level of exhaustion and forgo your next turn in the turn order. Once you use this feature, you cannot use it again until you finish a long rest.
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