Base Class: Cleric
Time passes for everything. Nothing is safe from it. The clerics of time are aware of how implacable every moment that passes means in the grand scheme of the cosmos. This understanding give them the privilege to be selected by their deities and be wielders of the gift of time manipulation. Keeping the order of the events as the written fate of the gods is what many stand for. The undeath and immortality of creatures are seen as an unforgivable transgression of this natural force. The god of time, Chronos and many life domain and death domain deities - teach the importance of keeping the flow of time, because it is also what maintains the cycle of life in unison with everything that was, is and has to be.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Foresight
Also at 1st level, you get glimpses of your immediate future. Whenever you have to make an initiative roll you can impose advantage on the roll.
Temporal Adept
Also at 1st level, the river of time is slower to wash away your magic. When you cast a spell with a duration of 1 minute or longer, you can double that spell’s duration. Once you have used this feature, you cannot do so again until you have completed a long rest.
Channel Divinity: Slow Time
On your turn, you can take one additional action on top of your regular action and a possible bonus action. This additional action cannot be used to take the cast a Spell action, and you may make no more than one weapon attack if you take the Attack action with it.
Channel Divinity: Glitch in Time
Rewind
As a reaction when you are hit by an attack or take damage, you revert back to an earlier moment in time. You teleport to an unoccupied space that you occupied since the start of your last turn. Your HP reverts to what it was and any condition you gained after the moment you returned to ends. However, this does not end the effect of curses.
Replace
When a creature within 30 ft that you can see is hit by an attack you can use your reaction to switch places with that creature, causing you to suffer the effect of the attack instead. The creature has to be willing and cannot be in an unreachable space (such as in a locked cage or across a deep chasm).
Delay
When you or a creature you can see takes damage you can use your reaction to delay that damage. Doing so requires you to concentrate. Make wisdom saving throws at the start of your subsequent turns to maintain concentration. The DC is 10 and increases by 5 after each successful throw. When you loose concentration the damage is dealt.
Deju Vu
At 8th level, You may use a bonus action to create an afterimage of the action you take on this turn. The afterimage is a translucent version of yourself that, on the turn after you used it, uses the same action you did on the same location. The afterimage acts immediately after you and disappears after it takes the action. The afterimage may not cast spells of 5th level or greater. You may use this feature a number of times equal to 1/2 your proficiency bonus rounded down.
Temporal Mastery
Additionally, during or at the end of any turn, you may rearrange the flow of time and immediately take your next turn. After your turn, regular turn order continues. You also gain one level of exhaustion and forgo your next turn in the turn order. Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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12/19/2023 12:34:57 AM
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12/19/2023 12:44:40 AM
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