Cleric
Base Class: Cleric

Eonweavers are arcane practitioners who have delved into the profound mysteries of time itself. They are individuals whose lives are marked by an unwavering fascination with the ebb and flow of the temporal river. To them, time is not merely a constant; it is a malleable force, a tapestry waiting to be woven according to their designs.

Eonweavers are driven by an insatiable curiosity and a deep reverence for the boundless potential of the ever-flowing river of time. From an early age, they are marked by a unique connection to the arcane, a connection that draws them inexorably towards the enigmatic world of chronomancy.

At the core of the Eonweaver's identity lies the power to manipulate time. They can slow it to a crawl, glimpse into alternate timelines, or create echoes of themselves to enact intricate maneuvers. This temporal manipulation is not just a tool; it is a profound understanding of the universe's underlying rhythms. Eonweavers believe that destiny is not a fixed path but a tapestry of countless threads, each influenced by their actions. They see themselves as custodians of destiny, responsible for ensuring that the threads remain unbroken and that the story of existence unfolds as it should.

Eonweavers are not mere spellcasters; they are temporal sages who blend their knowledge of magic with their temporal expertise. They possess a deep understanding of the underlying principles of reality, allowing them to wield their powers with precision and adaptability.

As allies, Eonweavers are powerful healers, supporting their allies by manipulating the river of time in their favour.

World Order

3rd Level Eonweaver Subclass Feature

At 1st level, you are able to peer into possible futures, and pluck a fragment of one into your own. When you roll initiative, you can choose two creatures that are not hidden from you that also rolled initiative. Each creature must make a Charisma saving throw against your cleric spell save DC (creatures can choose to fail this save). If both creatures failed their saves, you swap the initiatives of the two creatures, changing their turn order. If you do, your speed is reduced to 0 and you can not take any actions, bonus actions, or reactions until the start of your second turn.

Additionally, you learn the Aging Grasp cantrip, which counts as a Cleric cantrip for you.

Channel Divinity: Steal Time

3rd Level Eonweaver Subclass Feature

Starting at 2nd level, you learn how to reach into a creature's past and replace their memories with those of an alternate life. You can use Channel Divinity as an action on your turn to target one creature you can see within 30 feet of you and force it to make an Intelligence saving throw against your spell save DC. On a failure, choose one of the following actions: melee weapon attacks, ranged weapon attacks, or casting a spell. That creature can not perform the chosen action for up to 1 minute. The creature may attempt another Intelligence saving throw at the end of each of its turns, ending the effect early on a success. Once a creature succeeds on its saving throw, it is immune to this ability for 24 hours.

At 11th level, you may use this feature to target up to two creatures you can see within range.

Temporal Sight

3rd Level Eonweaver Subclass Feature

Time itself is almost visible to you, sometimes allowing you to take advantage of its patterns. When a creature within 60 feet of you misses you with an attack that you can see, you can use your reaction to retaliate against the attacker with a temporal blast. Make a melee or ranged spell attack against that creature, dealing 1d6 force damage to it on a hit.

The damage of this attack increases as you gain levels in this class: 2d6 at 5th, 3d6 at 11th, 4d6 at 17th.

Reverberate through Time

6th Level Eonweaver Subclass Feature

You are connected through the eons to all possible futures, and you can use that connection to heal multiple creatures instead of just one.

As a bonus action, you can manifest a ripple of warped space and bind it to a creature of your choice within 60 feet of you. A ripple is barely visible and intangible, always occupies the same space as the creature it is bound to, and grants that creature a +1 bonus to saving throws. A creature can only have one ripple bound to it. A ripple disappears after 10 minutes or if the creature it is bound to dies. 

When you cast a spell that restores hit points to only one creature using a spell slot, you can choose to reverberate the effects of that spell through space and time. When you do, each creature that has a ripple bound to it regains a number of hit points equal to what the spell would restore, provided it wasn’t the original target. In addition, you can remove one of the following conditions from each creature with a ripple bound to it: blinded, deafened, paralyzed, or poisoned. Once you reverberate your spell in this way, all of your ripples disappear.

You can create a number of ripples with this feature equal to half your cleric level (rounded up), and you regain all uses of it when you finish a long rest.

Channel Divinity: Eon Echo

17th Level Subclass Feature

As an action, you can use your Channel Divinity to create a time echo of yourself that lasts for 10 minutes, or until you are incapacitated. The echo is a magical illusion that appears in an unoccupied space that you can see within 30 feet of you. Once on each of your turns, you can move the echo up to 30 feet to a space you can see, but it must remain within 60 feet of you. If you are more than 60 feet away from the echo, the echo is dispelled at the end of that turn.

For the duration, you can cast spells and take the Help action as though you were in the echo's space, but you must use your own senses. In addition, you can use a bonus action to see and hear as if you were in the echo’s space, but you become blinded and deafened until the start of your next turn.

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