Cleric
Base Class: Cleric

These Clerics know how to use time around them to their advantage. They use tricks like stopping time around them or even Shifting to a different period at high levels. 

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons 

Time Shift

 You can magically exert limited control over the flow of time around a creature. 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 can 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. You can use this ability an amount of times equal to your wisdom modifier, and you regain any expended uses when you finish a long rest.

Channel Divinity: Field Stop

Starting at 2nd level, you can use your Channel Divinity to fully stop time around an individual.

You magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

Bullying Strike

At 6th level, when you deal Thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Phase

At 17th level, You can cast Plane Shift without using a spell slot. When you do this, You need to do a long rest before you can use this ability again.