Base Class: Cleric
Time is the river in which all things flow. Gods of this domain — including Amaunator, Chronos, Istus, Lebalas Enoreth, and Mystryl — monitor the flow and continuity of time and tend to be closely related to the domains of magic, knowledge, the seasons, and destruction. Ironically, many deities of time have been lost to time itself or forgotten over the ages.
Worshippers of the Time domain study the history of the world to learn from the past. The most devout clerics can traverse the river of time at will with the blessings of their deity, bending the passage of time to their advantage.
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 | feather fall, longstrider |
| 3rd | gentle repose, misty step |
| 5th | haste, slow |
| 7th | blight, divination |
| 9th | hold monster, legend lore |
Temporal Initiate
When you choose this domain at 1st level, you become proficient in the History skill, and your proficiency bonus is doubled for any ability check you make with it.
In addition, you learn the mending cantrip, which doesn’t count against the number of cleric spells you know. For you, it mends an object by reversing time around the item, and you can cast it as a bonus action.
You can also cast mending on a piece of any nonmagical object no larger than 1 foot in any dimension, such as a shredded document, a shattered clay pot, or a rusty dagger, to restore it physically to its original condition. The spell can't restore magic to an object it repairs.
Channel Divinity: Rewind Moment
Starting at 2nd level, you can use your Channel Divinity to swiftly rewind a moment in time.
As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you present your holy symbol and force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
Chronal Sunder
At 6th level, you can accelerate time to destroy items you touch.
As an action, you can touch one nonmagical, unattended object no larger than a 5-foot cube and crumble it to dust, rust, and decay. If the object is so large that it can’t fit within a 5-foot cube, the portion of the object within the area is destroyed.
Alternatively, you can use an action to make a melee spell attack against a Medium or smaller creature. If you hit, you can choose to destroy one object that the target is wearing or holding, automatically failing to do so if the possession is magical.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Master of Time
At 17th level, you master the manipulation of the flow of time. You gain the following benefits:
- You do not age, and you cannot be aged magically.
- The foresight and time stop spells are added to the cleric spell list for you.
In addition, when you roll necrotic damage, you can use a reaction to deal maximum damage, instead of rolling, and each creature suffering the damage must succeed on a Charisma saving throw. On a failed save, a target rapidly ages a year for each point of necrotic damage dealt to it. A target killed by the damage turns to dust, leaving everything it was wearing and carrying intact where it once was, and it can be restored to life only by means of a wish spell. Once you use this reaction, you can’t use it again until you finish a long rest.
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