Cleric
Base Class: Cleric

Time is one of the most foundational cruxes of existence, and the gods that oversee this domain are some of the most uncompromising in their respective pantheons. These gods ensure that the flow of time continues onward for all other beings, whatever the cost.

Clerics of this domain vigilantly watch over the procession of time and take care of any anomalies that might disrupt this flow. Many of these threats are often extraplanar or deific in nature, and as such, these clerics hone themselves in manipulating them to their wills.

Time 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.

Cleric level Spells
1st expeditious retreat, feather fall
3rd augury, hold person
5th haste, slow
7th divination, freedom of movement
9th legend lore, modify memory

Foresight

At 1st level, you gain a small degree of foreknowledge that improves your reaction time in combat. You gain a bonus to your initiative rolls equal to your Wisdom modifier.

Temporal Adept

At 1st level, the river of time is slower to wash away your magic. When you cast a spell with a duration of 1 minute or longer, you can double that spell’s duration. Once you have used this feature, you cannot do so again until you have completed a long rest.

Channel Divinity: Slow Time

Starting at 2nd level, you can use your Channel Divinity to bend the river of time around you.

On your turn, you can take one additional action on top of your regular action and a possible bonus action. Neither of these additional actions can be used to take the Cast a Spell action, and you may make no more than one weapon attack if you take the Attack action with it.

Channel Divinity: Rewind Time

Starting at 6th level, you can use your Channel Divinity to travel a small distance back in time. As a reaction when you make an ability check, saving throw, or attack roll, you can re-roll with advantage. You may choose to use this feature after seeing the result of the roll but before the outcome is determined. You must use the result of the second roll.

Potent Spellcasting

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

Time's Master

At 17th level, you have completely bent time to your will. You gain the following benefits:

  • Time stop is a domain spell for you. Like other domain spells, it is always prepared and counts as a cleric spell for you.
  • You experience no further physical effects from aging, you cannot be aged magically, and your natural lifespan is increased tenfold.
  • You can use a bonus action to take the Dash action.
  • Whenever you cast a cleric spell of 1st level or higher with a casting time of at least 1 minute, you can spend an additional spell slot to reduce its casting time to 1 action. The additional spell slot you spend must be of a level no lower than 1 level below the spell’s level.

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