Cleric
Base Class: Cleric

The God of Wisdom and Recall teaches his followers to value the past and the wisdom you can learn from it and grants them the ability to rewind time.  Nothing is more important than preserving the words and memories of those that came before such that we might learn from them.  Be warned, though, not to live in the past and become lost in what might have been unable to move forward at all.  Clerics of Recall spend their time recording important events, preserving ancient tomes and sites, and uncovering hidden truths.  

Blessings of Recall

At 1st level, you learn the cantrip Mending.  You also gain proficiency in History if you do not have it already.

Your proficiency bonus is doubled for any ability check you make that uses History.

Channel Divinity: Rewind Object

Starting at 2nd level, you can use your Channel Divinity to affect the spatial movement of an inanimate object.

The object must be medium or smaller, weigh less than you, and be visible to you.

As an action, you can undo an object's motion for a set duration.  The object follows the path it took in reverse at the same pace.  If the object encounters an obstacle, the object bludgeons it with 4d8 force damage and the rewind effect stops.

If the object is being held or worn by a person, they must make a Strength saving throw against your spell save DC.  On a fail, if the object is being held, the person lets go of it and if worn, the person moves with the object. On a success, the person maintains possession and is not moved.

At Higher Levels: At level 8, you can now rewind large objects for 5d10 force damage; at level 15 you can now rewind huge and larger objects for 7d12 force damage.

Channel Divinity: Echoes of the Past

Starting at 6th level, you can call up visions of the past that relate to your immediate surroundings. You spend at least 10 minutes in meditation and prayer, watching shadowy glimpses of the past play out. You can meditate in this way for an additional number of minutes equal to your Wisdom score (minimum 1) and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a long rest.

As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate after the initial 10 minutes, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Second Chance

Starting at 8th level, when you or an ally you can see within 30 feet rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to reroll the die. The new roll must be used.

Obliterate

Starting at 17th level, you learn the Disintegrate spell if you do not know it already, except instead of a fine gray dust at 0 hp, everything turns into hydrogen atoms.  This spell does not count against the list of spells you know.  

If a target reaches 0 hit points in this way, you can choose to ignite the hydrogen particles.  Igniting the hydrogen particles causes a fiery explosion and each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast Disintegrate using a spell slot of 8th level or higher, the fiery explosion damage increases by 1d6 for each slot level above 7th.

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