Me and a player of mine have created an awsome Githzerai cleric that has a close bond and follows the essence of time. So I wanted to make a domain for her that compliments the Idea that we came up with. Which is, rather than manipulating time she would serve time. Time sees itself as a gift to mortals so she would have the ability to call upon time to help her extend it. And in turn for that she serves time in anything it desires (killing liches and whatnot) almost on a warlock-patron level of interaction.
I wanted to know if this domain would be balanced for us to use in a game where there is very little homebrew.
The domain:
Being a servant of time you work to make things happen how they are supposed to. Extending or otherwise messing with the gift that time gives to mortals is something that servants of time work against. Serving time gives you a sliver of power to change fate. You have the ability to, with the help of your patron, control time and life with it.
Enemy's of time are individuals that try to extend the gift time gives them. Or people that try to jump forward though lift not appreciating the gift of time.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Time's blessing
Starting at 1st level time gives you the ability to look into the future every so slightly. When you finish a long rest, roll a d20 and record the number rolled. You can replace any D20 roll made by you or a creature that you can see with one of this foretelling roll. You must choose to do so before the roll is done.
When you finish a long rest, you lose any unused foretelling rolls.
Foresight
At 1st level, you gain a small degree of foreknowledge that improves your reaction time in combat. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier instead of your Dexterity modifier.
Channel Divinity: Slow Time
Starting at 2nd level, you can use Channel Divinity to slow all time around you.
When you invoke your Channel Divinity you gain a +2 to your AC, double your speed and have advantage on Dexterity saving throws until the start of your next turn. You also gain an additional Action during the turn you use this channel Divinity.
Time's influence
Starting at 6th level, When you cast a spell with a casting time longer than 1 action you can half the casting time. You also double the duration of any spell with a duration of 1 minute or longer.
Time's Grace
At 8th level, After you roll an attack roll, saving throw or ability check you can use your reaction to re-roll with advantage. You can use your reaction to force someone to re-roll their attack roll, saving throw or ability check with disadvantage. You get to do this after the dm explained what happend but before any effect is dealt. Once you use this feature you can't do it again until you finish a short or long rest.
Potent Recovery
At 13th level, you gain the ability to quickly recover spell slots. You can regain some spell slots during a short rest. The amount of spell slot levels you regain is equal yo your wisdom modifier x2.
For example, with a wisdom modifier of +3 you can regain 6 levels of spell slot. That can be 3 2nd level spell slots, 2 3rd level spell slots, 1 3th level spell slot and 3 1st level spell slots and so on.
In Unison with Time
At 17th level, you have bent time to your will. You gain the following benefits:
Time stop is a domain spell for you. Like other domain spells, it is always prepared and counts as a cleric spell for you.
You cannot be aged magically, and your natural lifespan is increased tenfold.
You can use a bonus action to double your base walking speed until the end of your turn.
Whenever you cast a cleric spell of 1st level or higher with a casting time of 1 action you can spend a second spellslot of that level or higher to cast the spell as a bonus action.
Bonus Proficiency: Not sure martial weapon proficiency fit with a time concept and you have 3 1st level abilities where other clerics only get one or two, Father Time is commonly depicted with a staff or scythe (I'd count a scythe as a simple weapon as it is a farming implement) so I would probably lose this ability.
Time's blessing: needs something to confirm how many times you can use this d20, I assume it was intended to be like a diviners portent dice or lucky feat but you only get to do it once per long rest but to me the way it is written implies you can use it as many times a day as you want. If it has a number of uses this needs to be highlighted but I don't think it should go beyond what a Diviner could do with their portent dice.
Foresight: Should be ok as it is in line with some other classes that get a initiative boost.
Channel Divinity Slow Time:This is a single turn Haste + Action Surge? Its a bit much should be either/or not both because you could do it more often than a Fighter would be able to Action Surge. Possible change: Channel Divinity: Change to give the next spell cast the Quicken Meta Magic so it is cast as a Bonus Action and you have 1 minute to use this ability or you lose it.
Time's influence: Sounds good but needs something to say if you can apply this to ritual casting a spell, I would say it should be limited to casting a spell with a spell slot.
Time's Grace: Sounds complicated, might be easier to say you get one luck point.
Potent RecoveryCopy/Paste Arcane Recovery from Wizard or Natural Recovery from Druid, the main difference between them and what you have written is yours implies you can do it at every short rest where as the Arcane/Natural recovery can do it once per day during a short rest.
In Unison with Time: Seems all good but I am not sure how much use you'd get out of the last point (use an addition slot to cast a spell as a bonus action).
Spells:
You've not listed domain spells but I'd go for:
Level 1: Expeditious Retreat, Longstrider (both twisting time to move faster)
Level 2: Blur (causing time to stutter), Hold Person (causing time to freeze for the target), you could also switch out one of these for Augury
Level 3: Haste, Slow (both manipulating time to get the effect)
Level 4: Dimension Door (reaching here as there wasn't a level 4 spell I could think of that would be considered time based), Divination
Level 5: Hold Monster (as per Hold Person), Modify Memory (twisting time to alter the targets memories)
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
I have to agree with Rob27 on this. Though one thing I don't agree with is dropping the Bonus Proficiencies. I would think that you would get proficiency with, say, 1 knowledge skill of your choice and maybe a cantrip from the Warlock spell list.
Thank you for the feedback, I have adjusted it accordingly changing some features and more clearly explainging others. I didn't take all of it as I did disagree with some of it.
I also have spells with the domain but for one reason or another it won't display them. Most of these spells were about either seeing into the future of extending people's life by giving them HP. Yet not completely focussing on spells such as healing word and cure wounds.
The spells I added: Lvl 1 Expeditious retreat, False life Lvl 2 Augery, Gentle Repose Lvl 3 Revivify, Life transference Lvl 4 Divination, Death ward Lvl 5 Raise dead, Legend Lore
The reasons I dont have spells such as Haste and Slow is because the way I made this domain is that your god is literally time itself rather than the cleric being able to mainpulate time. As I said in the beginning of this post:
"rather than manipulating time she would serve time. Time sees itself as a gift to mortals so she would have the ability to call upon time to help her extend it. And in turn for that she serves time in anything it desires (killing liches and whatnot) almost on a warlock-patron level of interaction."
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Dear dungeon masters,
Me and a player of mine have created an awsome Githzerai cleric that has a close bond and follows the essence of time.
So I wanted to make a domain for her that compliments the Idea that we came up with. Which is, rather than manipulating time she would serve time. Time sees itself as a gift to mortals so she would have the ability to call upon time to help her extend it. And in turn for that she serves time in anything it desires (killing liches and whatnot) almost on a warlock-patron level of interaction.
I wanted to know if this domain would be balanced for us to use in a game where there is very little homebrew.
The domain:
Being a servant of time you work to make things happen how they are supposed to. Extending or otherwise messing with the gift that time gives to mortals is something that servants of time work against.
Serving time gives you a sliver of power to change fate. You have the ability to, with the help of your patron, control time and life with it.
Enemy's of time are individuals that try to extend the gift time gives them. Or people that try to jump forward though lift not appreciating the gift of time.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Time's blessing
Starting at 1st level time gives you the ability to look into the future every so slightly. When you finish a long rest, roll a d20 and record the number rolled. You can replace any D20 roll made by you or a creature that you can see with one of this foretelling roll. You must choose to do so before the roll is done.
When you finish a long rest, you lose any unused foretelling rolls.
Foresight
At 1st level, you gain a small degree of foreknowledge that improves your reaction time in combat. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier instead of your Dexterity modifier.
Channel Divinity: Slow Time
Starting at 2nd level, you can use Channel Divinity to slow all time around you.
When you invoke your Channel Divinity you gain a +2 to your AC, double your speed and have advantage on Dexterity saving throws until the start of your next turn. You also gain an additional Action during the turn you use this channel Divinity.
Time's influence
Starting at 6th level, When you cast a spell with a casting time longer than 1 action you can half the casting time. You also double the duration of any spell with a duration of 1 minute or longer.
Time's Grace
At 8th level, After you roll an attack roll, saving throw or ability check you can use your reaction to re-roll with advantage. You can use your reaction to force someone to re-roll their attack roll, saving throw or ability check with disadvantage. You get to do this after the dm explained what happend but before any effect is dealt. Once you use this feature you can't do it again until you finish a short or long rest.
Potent Recovery
At 13th level, you gain the ability to quickly recover spell slots. You can regain some spell slots during a short rest.
The amount of spell slot levels you regain is equal yo your wisdom modifier x2.
For example, with a wisdom modifier of +3 you can regain 6 levels of spell slot.
That can be 3 2nd level spell slots, 2 3rd level spell slots, 1 3th level spell slot and 3 1st level spell slots and so on.
In Unison with Time
At 17th level, you have bent time to your will. You gain the following benefits:
Time stop is a domain spell for you. Like other domain spells, it is always prepared and counts as a cleric spell for you.
You cannot be aged magically, and your natural lifespan is increased tenfold.
You can use a bonus action to double your base walking speed until the end of your turn.
Whenever you cast a cleric spell of 1st level or higher with a casting time of 1 action you can spend a second spellslot of that level or higher to cast the spell as a bonus action.
Bonus Proficiency: Not sure martial weapon proficiency fit with a time concept and you have 3 1st level abilities where other clerics only get one or two, Father Time is commonly depicted with a staff or scythe (I'd count a scythe as a simple weapon as it is a farming implement) so I would probably lose this ability.
Time's blessing: needs something to confirm how many times you can use this d20, I assume it was intended to be like a diviners portent dice or lucky feat but you only get to do it once per long rest but to me the way it is written implies you can use it as many times a day as you want. If it has a number of uses this needs to be highlighted but I don't think it should go beyond what a Diviner could do with their portent dice.
Foresight: Should be ok as it is in line with some other classes that get a initiative boost.
Channel Divinity Slow Time: This is a single turn Haste + Action Surge? Its a bit much should be either/or not both because you could do it more often than a Fighter would be able to Action Surge. Possible change: Channel Divinity: Change to give the next spell cast the Quicken Meta Magic so it is cast as a Bonus Action and you have 1 minute to use this ability or you lose it.
Time's influence: Sounds good but needs something to say if you can apply this to ritual casting a spell, I would say it should be limited to casting a spell with a spell slot.
Time's Grace: Sounds complicated, might be easier to say you get one luck point.
Potent RecoveryCopy/Paste Arcane Recovery from Wizard or Natural Recovery from Druid, the main difference between them and what you have written is yours implies you can do it at every short rest where as the Arcane/Natural recovery can do it once per day during a short rest.
In Unison with Time: Seems all good but I am not sure how much use you'd get out of the last point (use an addition slot to cast a spell as a bonus action).
Spells:
You've not listed domain spells but I'd go for:
Level 1: Expeditious Retreat, Longstrider (both twisting time to move faster)
Level 2: Blur (causing time to stutter), Hold Person (causing time to freeze for the target), you could also switch out one of these for Augury
Level 3: Haste, Slow (both manipulating time to get the effect)
Level 4: Dimension Door (reaching here as there wasn't a level 4 spell I could think of that would be considered time based), Divination
Level 5: Hold Monster (as per Hold Person), Modify Memory (twisting time to alter the targets memories)
I have to agree with Rob27 on this. Though one thing I don't agree with is dropping the Bonus Proficiencies. I would think that you would get proficiency with, say, 1 knowledge skill of your choice and maybe a cantrip from the Warlock spell list.
D&D is a game for nerds... so I guess I'm one :p
Thank you for the feedback, I have adjusted it accordingly changing some features and more clearly explainging others. I didn't take all of it as I did disagree with some of it.
I also have spells with the domain but for one reason or another it won't display them. Most of these spells were about either seeing into the future of extending people's life by giving them HP. Yet not completely focussing on spells such as healing word and cure wounds.
The spells I added:
Lvl 1 Expeditious retreat, False life
Lvl 2 Augery, Gentle Repose
Lvl 3 Revivify, Life transference
Lvl 4 Divination, Death ward
Lvl 5 Raise dead, Legend Lore
The reasons I dont have spells such as Haste and Slow is because the way I made this domain is that your god is literally time itself rather than the cleric being able to mainpulate time. As I said in the beginning of this post:
"rather than manipulating time she would serve time. Time sees itself as a gift to mortals so she would have the ability to call upon time to help her extend it. And in turn for that she serves time in anything it desires (killing liches and whatnot) almost on a warlock-patron level of interaction."