Cleric
Base Class: Cleric

"Basically a support with an attitude. They know how they’re gonna kick your ass weeks before you actually meet."

- Mavis, Goddess of Time, regarding her own clerics.

Deities of this domain could include beings such as Chronus, the Fates, Aios, Janus, and Kali. Clerics of this domain can attune to fate's call, shift its path in their favor, and even stem its tide entirely in service of their destined purpose. But such powers often come with a cost; to toy with fate is to live on borrowed time.

Domain Spells

Each domain has a list of spells - its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

(Gift of Alacrity cannot be added to the list for legal reasons. Give yourself a feat for it.)

Cleric Level Spells
1st longstrider, gift of alacrity
3rd gentle repose, mirror image
5th haste, slow
7th banishment, divination
9th mislead, modify memory
17th foresight

Thread of Fate

Starting at 1st level, you can attune yourself to the eddies of fate, anticipating the movements of your enemies. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Wisdom (Insight) check. If you succeed, the target has disadvantage on all attacks against you for one minute.

Once you use this feature successfully, you cannot use it again until you finish a long rest.

Channel Divinity: Clock Lag

Starting at 2nd level, you can use your Channel Divinity to force back the ravages of time for a brief moment. When a creature you can see within 60 feet takes damage, you can use your reaction to grant that creature temporary hit points equal to the damage taken. While it has these temporary hit points, the creature takes 5 necrotic damage at the start of each of its turns, up to its remaining temporary hit points. This damage cannot be resisted or reduced in any way.

Path to Victory

At 6th level, your visions of what could be allow you to see what must be done in order to assure a better future. When you cast a spell on a willing creature, it gains advantage on the next attack roll or skill check it makes before the start of your next turn, as your guidance seeks out a better timeline.

Potent Spellcasting

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

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Don't tell Casters of the Shore how you got this.

Potent Spellcasting

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

Fateful Moment

At 17th level, you gain the ability to disconnect yourself from time entirely. As an action, you can stop time for up to 1 minute. At the start of each of your turns afterwards, you take 2d12 necrotic damage, as your body quickly begins to wither in time's absence. The necrotic damage increases by 1d12 for each turn you keep time stopped for, and cannot be resisted or reduced in any way. In addition, your maximum Hit Points decrease by the necrotic damage taken until your next long rest.

While time is stopped, you can use actions and move as normal, but creatures other than yourself do not take damage. You can end this effect at any time during this duration. The effect also ends if you die.

Once you use this feature, you cannot use it again until you finish a long rest.

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