Base Class: Cleric
The Time domain focuses on the unending passage of time — one of the most powerful forces in the universe. Gods and Goddesses of time see every passing season, year, and lifetime. They control the cycles of life and death, and ultimately determine the fate of all people. Clerics of a god of time are given godly insight and powerful chronomancy, which they use to protect and bring justice to the people of the world.
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 | augury, blur |
| 5th | haste, slow |
| 7th | dimension door, divination |
| 9th | legend lore, modify memory |
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.
Mire
At 1st level, you can slow the passing of time around your enemies. As an action, you can force a creature you can see within 30 feet of you to make a Wisdom saving throw. On a failure, that creature is restrained until the end of its next turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain all expended uses when you finish a long rest.
Channel Divinity: Continuum Split
Starting at 2nd level, you can use your Channel Divinity to create a rift in time, which you later revert back to.
As a bonus action, you present your holy symbol, and a visible time rift appears on the ground below you. Using your reaction, you may teleport back to this rift and restore your health to what it was when you created the time rift. Maintaining the rift requires your concentration, and you cannot revert back if you lose it. At the start of your next turn, you automatically revert back to the rift if you haven’t already done so and haven’t lost concentration.
Additionally at 6th level, you can bring a creature back with you. The health of the creature does not restore to what it previously was. Only your health is restored when you teleport back to the rift.
Glimpse of the Future
At 6th level, you can give yourself a brief glimpse into the future. When you or another creature, that you can see within 30 feet of you, makes an attack, ability check, or saving throw, you may use your reaction to give them or yourself advantage on the roll.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain all expended uses 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
Starting at 17th level, you've mastered the control of time and space itself. Because of this, you gain the following benefits:
- You do not age, and you cannot be aged magically.
- You learn the spells Foresight and Time Stop. You always have these spells prepared, and they don’t count against the number of spells you can prepare each day. These spells count as cleric spells for you.
- While Continuum Split is active, you may bring two creatures back with you. The additional creature’s health is also not restored to what it previously was.
Previous Versions
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10/26/2022 11:01:20 PM
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Coming Soon
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