Cleric
Base Class: Cleric

Some Gods can control time and space, others seek to destroy it.  When worshipping a diety of this kind, they grant you a small portion of their power.  Wise gods protect the many timelines of the universe.  Clerics which gain this power are sent to carry out their duties which are often preventing others from altering the timeline and ensuring it follows the set path, even if that means traveling to another dimension.

Special thanks to homebrew-4-you on Tumblr for creating this awesome domain! 

Time Domain Spells

The following spells are always prepared.

Cleric Level              Domain Spells

1st                             Longstrider, Feather Fall

3rd                             Augury, Hold Person

5th                             Haste, Slow

7th                             Dimension Door, Banishment

9th                            Contact Other Plane, Hold Monster

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Foreknowledge

When you choose this domain at 1st level, your initiative bonus is now your Wisdom Modifier.  Additionally, you become proficient in the History and Perception skills.

Channel Divinity: Time Aberration

Starting at 2nd level, import a copy of yourself from another timeline to within 30 feet of you.  This duplicate gets an initiative roll and has the exact same traits, abilities, equipment and spells as you, and is capable of performing any action a normal player character could perform.  This duplicate cannot summon anymore Time Aberrations, and can only cast spells up to third level.

You can control this visage on its turn.  The visage lasts up to one minute, but has half your maximum hit points.  When the duplicate drops below 0 hit points, the visage returns to its original timeline.

When you and your other self are within 5 feet of each other and attacking the same target, both of you have advantage on attack rolls.

Temporal Thrust

Starting at 6th level, as an action, you can attempt to send any creature you can see within 120 feet of you 1d6 rounds into the future.  That creature must succeed on a Wisdom Saving throw against your spell DC or be sent into the future.  On a success, that creature is not sent forwards in time.

For the 1d6 rounds, that creature vanishes from existence, and reappears in the spot it was vanished from as long as the area is unoccupied.  If the area is obstructed then it will reappear in the closest empty space.

You can use this trait once per long rest at 6th level.  Once you reach 14th level, you can use this trait 3 times per long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Keeper of Time

Starting at 17th level, you may add the spells Time Stop and Foresight to your list of domain spells.  Like your other domain spells, they are always prepared and count as cleric spells for you.  You also become proficient in the Insight skill.  If you are already proficient in Insight, the you can double your Insight modifier.

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