Base Class: Cleric
Whereas most gods govern the force which defines their pantheon, gods of time instead act as powerful stewards. These deities understand that time is the most powerful force in all the cosmos, which must be treated with the utmost respect. In an ironic twist of fate, most of these deities are lost to time and thought to no longer exist.
Followers of these deities understand that their gods are not like others - they find themselves waiting, studying, and praying for entire lifetimes with no response. Yet, when they are bestowed powers, often from gods thought long dead, their roles as Time Clerics begin. Their magic allows for a brief control over time in liminal spaces - a small representation of the true powers of their lost deities. It is not uncommon to find these clerics in libraries or ancient ruins, searching for signs of their missing deities.
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 | Longstrider, Sleep |
| 3rd | Blur, Hold Person |
| 5th | Haste, Slow |
| 7th | Resilient Sphere, Dimension Door |
| 9th | Teleportation Circle, Hold Monster |
Time Initiate
When you choose this Domain at 1st level, you gain proficiency in the History and Perception skills.
Time Flux
Also at 1st level, you can magically exert limited control over the flow of time around a group of enemies.
As an action, you choose a number of enemies within 60 ft. of you up to your Proficiency Bonus. Each creature must succeed on a Wisdom saving throw against your Spell Save DC or have reality altered around them for 1 minute, or until you use this feature again. While a creature has its reality altered, each time it makes an attack roll, ability check, or saving throw, they must roll a d4 and subtract the number rolled. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this feature a number of times equal to your Wisdom modifier, and you regain any expended uses when you finish a long rest.
Channel Divinity - Temporal Stasis
Starting at 2nd level, you can use your Channel Divinity to halt time around a creature.
As an action, you can present your holy symbol and encase a Large or smaller creature within 60 ft. of you in magical energy. Until the end of your next turn, the creature is Stunned, immune to all damage, and cannot die or take bonus actions. Unwilling creatures may make a Constitution saving throw to avoid this effect.
Compounded Time Flux
Beginning at 6th level, the fluctuations of space and time around your enemies are compounded for further confusion and chaos.
When a creature affected by your Time Flux feature is within 30 ft. of another creature affected by the same feature, each creature makes saving throws to end the effect with disadvantage.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Steward of Time
At 17th level, you have gained a true understanding of what it means to be a steward of time.
Creatures affected by your Time Flux feature now roll a d6 instead of a d4. Moreover, your Temporal Stasis Channel Divinity feature now lasts for 1 minute. An unwilling creature that is affected by your Channel Divinity can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Finally, you stop aging. You are immune to any effect that would age you, and you cannot die from old age.
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