Cleric
Base Class: Cleric

Even though time is known to fleet freely throughout all of existence, there are some who have managed to achieve a greater understanding of the concept together with a form of control over the ebb and flow of the past into the future and the many intricacies and complexities that accompany it. Worshipped by many, deities such as Chronos, Amounator, Thoth, Labelas Enoreth and Aion have all mastered different aspects of time such as its linearity, its eternal presence and the cyclical nature of events like the seasons. Their followers strive to upkeep the natural order, to achieve temporal command, to perfect the notion of time and other noteworthy feats of capability.

Time Domain Spells

Cleric Level Spells

1st

gift of alacrity, feather fall

3rd

hold person, wither and bloom

5th

haste, slow

7th

freedom of movement, sickening radiance

9th

hold monster, temporal shunt

Optionally, the study of timelines and great chronicles grants you an expanded list of domain spells at later levels, which are considered cleric spells for you:

Cleric level Spells

11th

contingency, word of recall

13th

sequester, resurrection

15th

reality break, control weather

17th

time ravage, time stop

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

Overclock

At 1st level, you can draw upon the temporal essence within yourself to significantly hasten your spellcasting. When you cast a spell that has a casting time of 1 action, you can cast another spell with the casting time of 1 action on that turn. The spells can each be of a level equal to or less than half of your cleric level (rounded up). Furthermore, when using this feature, you suffer one level of exhaustion. 

Once you use this feature, you can't use it again until you finish a short rest.

Channel Divinity: Ebb and Flow

At 2nd level, you can use your Channel Divinity to transfer temporal energy from one creature to another. As an action, choose one creature that you can see within 30 feet of you. The creature loses 1d6 initiative as you transfer time from the target to yourself or another willing creature that you can see within 30 feet of you. The receiving creature gains initiative equal to the amount lost by the initial target as a result. In case the receiving creature's initiative surpasses yours, the creature takes its turn immediately after you. The effect ends for affected creatures after 1 minute or when they are subjected to this feature again within 1 minute. This feature does not allow a creature to take more than one turn per round. 

The amount of initiative transferred increases to 1d8 at 7th level, 1d10 at 12th level and 1d12 at 17th level.

Opportune Premonitions

At 6th level, your growing understanding of time grants you a sense of foreboding and intuition that allows you to act swiftly. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Avatar of Time

At 17th level, you become time-touched. Your mind and body enter a state of unison with the time that surrounds you, granting you the following benefits:

  • You and any allied creatures within 30 feet of you can't be surprised while you are conscious.
  • You are immune to natural and magical aging and its decaying effects.
  • As an action, you supernaturally speed up time around you. You and up to 5 allied creatures within 60 feet instantly gain the benefits of a short rest, quickening their bodily rejuvenation. Any creature benefiting from this feature can use their reaction to immediately expend up to 5 hit dice. Once you use this ability, you can't use it again until you finish a long rest.
Time Domain Image

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