Cleric
Base Class: Cleric

A Chronosmith focuses on the weaves of time — one of the fundamental forces of the universe — that governs the happenings of the universe. Practising Chronosmiths promote vitality and health through the rejuvenation of the sick and wounded, caring for those in need, and driving away the forces of death and undeath through the manipulation of time. While few gods can claim domain of the flow of time, Chronsmiths often find them selves worshiping Knowledge domain Deity (such as Denier and Savras) as they consider chronicling history to be very important. Chronosmiths are special when it comes to their casting ability as they do not rely on the gods to provide them with power but rather bend time to benefit themselves and others. Their only purpose for worshipping gods is out of appreciation.

Helve Hammer

When you choose this domain at 1st level, you gain proficiency with Tinker's Tools, Smith's Tools, Heavy Armor and the use of Warhammers.

Rejuvenator

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level, plus your spells work on undead and constructs.

Channel Divinity: Return Life

Starting at 2nd level, you can use your Channel Divinity to rejuvenate the badly injured.

As an action, you present your holy symbol and evoke rejuvenation energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.

Time share

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Time Steal

At 8th level, you gain the ability to infuse your weapon strikes with temporal 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Ultimate Rejuvenation

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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