Base Class: Cleric
Gods of time tend to be concerned with natural order and preventing excessive meddling in time, even allowing their followers to manipulate time in their service.
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 | 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 can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Temporal Adept
Also 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. This additional action cannot 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 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 double your base walking speed until the end of your turn.
- 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.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
8/1/2018 3:58:30 PM
|
15518
|
587
|
--
|
Coming Soon
|
THATS AWESOME
Those are domain spells gained at Cleric levels. So at level 9, you get legend lore and modify memory (5th level spells) added to your spell list.
9th level spell should be time stop . also some of the spells are mixed up legend lore is no 9th level.
I LOVE THIS SUBCLASS. The features seem fun and usefull without being overpowered or too complex and fits the flavour perfectly. I see a potencial problem with the last feature of time's master because there are some spells that are not designed to be casted in combat but it's level 17 so maybe it's not an issue. I would probably get rid of that part and add a free casting of time stop per day because it's really flavourful but mass heal it's way better (i honestly think time stop sould be 8th level), or maybe add foresight and time stop to the domain list and no free casting.
I would also change some of the domain spells to include some dunamancy spells but it's tricky because the spell list is already pretty good.
oh god, a lv 2 time domain and lv 11 fighter can do ((attack + extra attack + extra attack) x (standard attack + action surge + channel divinity)) = 9 attacks in one turn if both action surge and channel divinity.
Great subclass! love it! I will probably be using this in my next campaign for my players! one small suggestion: in temporal adept maybe you could put a limit on how far a spell can be doubled, an example:
Also 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 to a maximum of 24 hours. Once you have used this feature, you cannot do so again until you have completed a long rest.
24 is just an example so it would be up to you! otherwise a great subclass!
This turn acts exactly like the extra turn granted by haste, where RAW you cannot cast another spell. knowing this, I assume they are going for the extra turn granted by haste without the rest of the effects of haste, or the drawback of concentration and the stun turn that the spell also has.
Slow time seems a little useless if you can't cast any spells. Maybe change that to cantrips only to give it some more versatility instead of being a cunning action for clerics.
time to become DIO.
at 17th level you become DIO
Well done. There should have been an official time domain long ago. This is really well done.
I really like this. It's such a unique domain that I could definitely see making very interesting characters.
No, it's reasonable, considering what monks and druids get with no subclass
Love this but there does seem to be some issues with how it displays in D&D Beyond in the features tab
Slow Time says "As an action, you can use Channel Divinity and present your holy symbol to restore up to classlevel|cleric|x5 - Unknown chunk type: classlevel|cleric|x5 HP d"
The short text of Foresight is also saying "You gain proficiency with heavy armor."
「The World」
Don't Channel Divinities still need to specify an action cost?
Slow Time uses channel divinity, so max 3 times by 18th level
There is no cost or limit on Slow Time. Do I use it at the start of the day and get double actions until the next rest? Forever?
Nice work.
Compared to other clerics this feels too front loaded even considering the loss of martial weapons and heavy armor. What wisdom based caster wouldn't take this for one level for the initiative and duration bonus? Even rangers would get a lot out of it by doing so. It's an interesting execution but it needs some tweaking.