Cleric
Base Class: Cleric

Gods of time--such as Savras, Istus, Odin, Cronus, and the Moirai--watch and govern the passage of time. They include gods of destiny and fate, gods of change, and prophetic deities. They rule over the passage of time, and hold dominion over the past, the present and the future, and their worshippers hold time as sacred. Life and death, victory and defeat, naivety and experience, these are all simply facets of time. Some of these deities and their worshippers abhor those who attempt to manipulate time for their own gain, believing that the past should never be changed, only learned from. Others, however, are those very beings who wish to benefit from such manipulations. Followers of these gods are granted the ability to manipulate time to some extent, and are, themselves, able to move more fluidly through time.

Temporal Domain Spells

Cleric Level

Spells

1st

Feather Fall, Longstrider

3rd

Hold Person, Gentle Repose

5th

Haste, Slow

7th

Divination, Locate Creature

9th

Hold Monster, Reverse Time

Temporal Fluidity

You are able to move more fluidly through time. When you choose this domain at 1st level, your movement speed increases by 10 feet. This bonus is applied to any form of movement you already possess, such as Flying, Burrowing, Climbing or Swimming. Additionally, you have advantage on Dexterity saving throws.

Gift of Past Sight

Also starting at 1st level, your deity grants you knowledge of past events. You gain proficiency in History if you don't have it already, and your proficiency is doubled for ability check you make using that skill. You also have advantage on History checks you make to recall information about major past events such as wars or major disasters.

Channel Divinity: Divine Haste

Starting at 2nd level, you can use your Channel Divinity to manipulate the time around yourself and your allies. Until the beginning of your next turn, a number of creatures within 15 feet of you that you can see up to your Wisdom modifier have their movement speed doubled, gain an additional action, have advantage on Dexterity saving throws, and gain +2 to AC. You must be one of the creatures targeted.

Foresight

Starting at 6th level, you may add your Wisdom modifier to your Initiative roll at the beginning of combat. Additionally, you can add your Widsom modifier (max of 2) to your Armor Class.

Channel Divinity: Skip Time

Starting at 8th level, whenever you or an allied creature you can see within 30 feet of you fail a saving throw against a spell or effect which forces them to make repeated saving throws each turn to end the effect, you may use your Channel Divinity as a reaction to force them to reroll the saving throw up to a number of times equal to your Wisdom modifier. If they roll a successful saving throw as a result, they stop rerolling, and can immediately take a number of movements, actions and bonus actions equal to the number of attempts made after the initial failure. The actions, bonus actions and movements taken as a result must be taken under the assumption that the effect or condition is still applied.

Temporal Resuscitation

Starting at 17th level, at the beginning of your turn after your hit points drop to 0, you may roll a number of d4 equal to half your Cleric level (rounded down) and regain that many hit points. You may use this feature once in between long rests.

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