Cleric
Base Class: Cleric

The Clerics of the Clockwork Domain, often known as Horologists, are devout followers of a deity who personifies the orderly progression of time, the precision of existence, and the meticulous nature of the universe's mechanisms. Their faith is rooted in the belief that the very fabric of reality is an intricate tapestry woven with divine threads of time, and they are the guardians of its delicate balance.

These clerics are granted unique insights into the mechanisms of existence, enabling them to manipulate time and space to serve their deity's divine plan. Their abilities often manifest as unparalleled precision in both the physical and metaphysical realms. They can mend wounds with the precision of a master craftsman, shield allies with temporal wards, and even momentarily halt time itself.

Horologists are often found in sacred temples or secluded monasteries, where they dedicate themselves to the relentless pursuit of perfect order and balance in the world. They view their role as caretakers of the cosmic clock, ensuring that the intricate machinery of reality continues to function harmoniously.

In times of crisis, these clockwork clerics are called upon to mend the fabric of existence, protect their allies with unyielding resolve, and, when necessary, wield the awesome power of time itself. Their faith is unwavering, their resolve unbreakable, and their precision unmatched.

Minor Manipulation

At 1st level, you gain the ability to manipulate time to aid and hinder those around you. As a reaction you can choose to use your channel divinity to reverse or accelerate time briefly, imposing advantage or disadvantage on a saving throw for a creature you can see. This feature can be used a number of time equal to your proficiency bonus per short or long rest.

Temporal Warding

Starting at 2nd level, your attunement to the subtle rhythms of time grants you proficiency in Intelligence saving throws. Additionally, you can use your channel divinity to temporarily freeze a creature in time. As an action, you can impose the paralyzed condition on a target within 30 feet for one round. The target can make a Wisdom saving throw against your spellcasting DC to resist. If the saving throw succeeds, your channel divinity is not expended. You can use this feature once per short or long rest.

Clockwork Precision

At 6th level, your connection to the Clockwork Deity grants you extraordinary precision. When you make an attack roll or a saving throw, you can use your reaction to reroll the die and choose which result to use. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses after finishing a long rest.

Timeless Sanctuary

At 8th level, you can create a sphere of temporal stasis centered on yourself. As an action, you can activate this ability, creating a 20-foot radius sphere that lasts for 10 minutes. Within this sphere, time flows differently. Allies gain advantage on Dexterity saving throws, and their movement speed increases by 10 feet. Enemies suffer disadvantage on Dexterity saving throws, and their movement speed decreases by 10 feet. You can use this feature once per long rest.

Master of Chronomancy

At 17th level, you become a true master of time manipulation. You gain the ability to cast the "Time Stop" spell once per long rest without expending a spell slot. Additionally, you can use your action to grant yourself and a number of allies (equal to your Wisdom modifier) the benefits of the "Haste" spell for 1 minute and will not be effected with lethargy afterward. You can use this feature once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes