Cleric
Base Class: Cleric

Gods of the cycle govern aspects of reality that ebb and flow with the passage of time. To these entities, few things hold priority over the careful management of this cycle, and as such charge their clerics to be arbiters of it. Any action that directly attempts to break this cycle is seen as an unforgivable affront to these deities. Gods that hold dominion over one or more cycles include Melora and the Raven Queen, who govern the cycles of life and death, Moradin who oversees the cycle of production and industry, the Dawnfather, who observes the cycle of light and dark, Lunafreja who watches the cycles of the Ocean, and many more. Followers of these Gods intend to observe the cycle, tend to it as caring caretakers, and to ease the passage of other beings that live within these cycles. Occasionally, these apostles may even be granted some power to bend a cycle to their will entirely, so long as it remains in the interest of their benefactors.

Domain Spells

You gain domain spells at the cleric levels listed in the Cycle Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cycle Domain Spells

Cleric Level Spells
1st cure wounds, inflict wounds
3rd warding bond, augury
5th bestow curse, remove curse
7th locate creature, banishment
9th mass cure wounds, insect plague

Stay the Cycle

At 1st level, you gain the ability to temporarily stay the course of a creatures life cycle, even influencing it to some extent.

As a reaction you take when a creature you can see within 60 feet of you takes damage or receives magical healing, you may utter a solemn command and lock its temporal state for a time. For a time, all damage and healing effects that would affect this creature are delayed, and at the start of your second turn after using this feature, the creature receives all delayed damage and healing, with either the total damage or total healing value being doubled, based on your choice. You may use this feature a number of times equal to your wisdom modifier (minimum of one), and all expended uses are regained upon a successful long rest. Only one instance of this feature may be active at any time.

Manifold Manipulation

At 1st level, you gain the ability to create a new micro-cycle of compromise between two willing creatures, allowing either to give up a portion of its agency to empower the other.

As a bonus action, you may bind two willing creatures within 30 feet of you that you can see for one hour. For this hour, either creature may use an action on its turn to allow the other creature to perform any action it would ordinarily only be able to perform on its own turn. The two creatures may collectively utilise this ability a number of times equal to your wisdom modifier before the effect dissipates. You regain the use of this feature after a successful long rest.

Channel Divinity: Reversal

Starting at 2nd level, you can use your Channel Divinity to influence the greatest cycle of all, that of time.

You can use Channel Divinity as a reaction you take at the start of a turn of a creature other than you that is hostile toward you, which must also be the target of this ability. The creature makes a Charisma saving throw against your Cleric Spell Save DC. If the creature fails, you may shift its initiative value to whatever value you wish. This change is permanent for as long as the current initiative is in play, and takes place immediately. After any changes to initiative, priority continues from the initiative counter when you used this feature.

Lesser Portent

At 6th level, you gain the ability to isolate significant moments of reality and cycle them out with future moments of uncertainty.

As a reaction when you or a creature you can see within 60 feet of you rolls a 1 or a 20 on a d20, you may force the creature to ignore this roll, which becomes encased in time, and the creature has to make another roll to replace it. At any point within the next minute, the affected creature may choose to use the encased roll to substitute any roll it would otherwise have to make. If the creature elects not to do so, it takes necrotic damage equal to your cleric level at the end of the minute. You regain the use of this ability upon a successful short rest.

Cyclical Knowledge

Starting at 8th level, your studies of cycles and devotion to them have allowed you to uncover patterns in information that continually resurface through the passage of time.

You permanently gain advantage on all Intelligence Ability Checks and Saving Throws.

Soul Sunder

Starting at 17th level, you may impose a short lived but potent cycle on the vitality of creatures around you, sapping lifeblood from yourself and an enemy to heal an ally in need.

You may, as an action, take necrotic damage equal to your cleric level and deal twice your cleric level in necrotic damage to any enemy creature you can see within 15 feet of you, healing an ally creature you can see within 60 feet of you for thrice your cleric level.

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