Base Class: Cleric
Time is presumed by many to be an immutable concept, one that should not be tampered with lest the fabric of reality break down. Though this isn't entirely true, it is true that time can be warped and abused by those bent on creating a new future for themselves. The gods who govern time protect the fabric of reality itself, and thus those that follow their teachings hold a great responsibility. Though some gods believe that time can be altered slightly if the intentions are good, others who weave the strands of fate believe that it must not be tampered with under any circumstances.
The gods of this domain are often associated with history, change and fate, for these are the aspects of time that represent the past, the present and the future. Avandria represents the aspect of change, whilst the Raven Queen holds the strands of destiny and fate at her fingertips. Moradin is often associated with legacy and history, as heritage is of paramount importance amongst dwarven kind.
Time Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | faerie fire, identify |
| 3rd | mirror image, misty step |
| 5th | haste, slow |
| 7th | confusion, divination |
| 9th | legend lore, telekinesis |
In addition the time stop spell is treated as a Cleric spell for you.
Bonus Cantrip
When you choose this domain at 1st level, you gain the guidance cantrip if you don't already know it.
Divine Sight
When you choose this domain, you gain proficiency in one of the following skills of your choice: history, insight or perception.
Sculpture of Time
When you choose this domain at 1st level, you gain the ability to manipulate the flow of time around a creature, speeding up their healing process. As a bonus action, choose a creature within 30 feet that you can see. The creature can't be at 0 hit points, unless they have been stabilised. That creature expends and rolls one of their hit dice and regains hit points equal to the amount rolled + your Wisdom modifier. This feature can be used a number of times equal to your proficiency bonus and you regain all uses on a long rest.
Divine Awareness
Beginning at 2nd level, you can add your Wisdom modifier to your initiative rolls.
Channel Divinity: Alternative Possibility
Starting at 2nd level, you can use your Channel Divinity to bend time and create a momentary alternate reality.
When a creature within 30ft of you makes an ability check or saving throw, you can use your reaction to make it automatically succeed or fail (your choice). You must use this feature before the creature makes the roll.
Divine Stasis
From 6th level, as an action you can cause a friendly creature within 60ft to become encased in divine energy, temporarily removing them from a fight until the end of your next turn. While protected in this way, a creature is immune to all damage and conditions (except the condition imposed upon it by this feature), and unaffected by spells and other effects (except those imposed upon it by this feature), but it is incapacitated and its speed is 0 for the duration of this effect. At the start of the creature's next turn, the creature heals for 4d8 plus your cleric level. You can use this effect once per short rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Gaze Through Reality
From 17th level, you can grant a creature the power to see along the strands of time for a short period. You can cast the foresight spell once per long rest without using a spell slot, but the duration of the spell is reduced to 1 hour if you cast it in this way.
Previous Versions
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11/23/2021 1:56:29 PM
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12/25/2021 11:23:02 PM
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6/3/2022 2:27:09 PM
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