Cleric
Base Class: Cleric

Gods who govern time control the past, present and future. They oversee the passing of seasons and the aging of all living beings. Many of them are also gods of fate, standing responsible for the creation and fulfilment of prophecies, as well as the destinies of mortals.

Clerics who worship these gods often fill the roles of oracles; divine soothsayers who have been chosen as interpreters or protectors of their god’s prophecies. Other clerics might work as guardians of time, working to ensure that time continues to flow as it should - undisturbed by sinister forces or foolhardy mages.

Domain Spells

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

Time Domain Spells

Cleric Level Spells
1st expeditious retreat, feather fall
3rd augury, hold person
5th slow, haste
7th divination, freedom of movement
9th modify memory, hold monster

Alter Time

Beginning at 1st level, you can draw upon different timelines in the face of failure to bring forth more fortunate outcomes. Whenever you miss with an attack roll, or fail an ability check or saving throw, you can choose to reroll it. You must use the new result.

You can use this feature once per short rest.

Forethought

Also at 1st level, you constantly receive small and subtle glimpses of the future through your divine magic. You can add your Wisdom modifier to your initiative rolls and Dexterity saving throws.

Channel Divinity: Time Step

At 2nd level, you can use your Channel Divinity to make quick jumps through time. As a bonus action, you can expend a use of your Channel Divinity to teleport to a space you occupied within the last minute, no matter the distance. You must be on the same plane of existence as the space you teleport to, and the space cannot be occupied.

Channel Divinity: Chronal Reversion

At 6th level, you’ve learnt how to subtly manipulate the flow of time to enhance the potency of your spells. Whenever you cast a cleric spell of 1st-level or higher that heals a creature or deals damage, you can spend your Channel Divinity to reroll the result. You can then choose to use either total.

Timeless Soul

Also at 6th level, time affects you at a much slower rate than others. For every 10 years that pass, you age only 1 year. Additionally, you’re considered immune to being magically aged.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Temporal Stasis

At 17th level, you can manipulate time around a creature to temporarily lock it in stasis. As an action, you can choose one creature within 60 feet of you that you can see. The target must then make a Constitution saving throw. On a failed save, the target becomes frozen in time. While frozen in time, its position becomes fixed in space, meaning it can be suspended in the middle of the air. The creature’s speed is reduced to 0 and it cannot move, talk or take any actions. In regards to its senses, it is considered deafened but not blinded.

The stasis lasts for 1 minute, but can end early if you are killed, or if the creature is touched, damaged or forced to make a saving throw.

You can use this feature once per long rest.

Time Domain Image

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