Base Class: Cleric
The gods that deal with time are varied. Some see into the future and past, while others deal with the cycles of life that mark the passage of time-- birth and death, the seasons, or renewal and decay-- or have some particular connection to the timeline, such as a god of creation or the apocalypse does. The clerics of the gods are often granted powers that allow them to see through or manipulate time, emulating their deities and enabling them to alter events as their gods see fit.
Time Domain Spells
|
Cleric Level |
Spells |
|
1st |
auspicious warning, feather fall |
|
3rd |
decelerate, gentle repose |
|
5th |
haste, slow |
|
7th |
flickering fate, reset |
|
9th |
modify memory, wall of time |
Prescient Glimpses
When you choose this domain at 1st level, you gain proficiency in Insight and Perception, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Time Shift
Starting at 2nd level, you can use your Channel Divinity to shift time and alter the order of initiative. As an action, you can move yourself in the initiative order to any point of your choosing.
Group Time Shift
Starting at 6th level, when you use your Channel Divinity to shift time for others as well as yourself. When you use the Shift Time feature, you can also move up to three other willing allies of your choice in the initiative order.
Prescient Strike
Starting at 8th level, you intuitively know where your enemies will be in the immediate future and how they will attack. You gain advantage on one attack roll per turn when you take the Attack action. Alternatively, you can take a reaction when a creature attacks you to give that creature disadvantage on its attack roll against you.
Master of Time
At 17th level, you add foresight and time stop to your spell list. You are never surprised, and whenever you or your allies might be surprised, you can grant up to six allies the ability to make Wisdom saving throws to avoid being surprised.
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