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
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Quite cool,i'm not normally a fan of the cleric class but this makes very it interesting,I feel potent spellcasting should deal force damage.Apart from that it's real neat.4 and a half stars.
Can you clarify "Slow time"? It seems like it could just be interpreted as "on top of your normal action and (normal) bonus action", or an "additional action and an additional bonus action". I assume is the latter, since it would be redundant to even mention the bonus action if that wasn't the intention, but it could be clearer.
Perhaps swap the 6th and 8th level effects, that might even things out a bit more.
Rewind time should not be with advantage. Possibly also reworked as you are basically doing OP luck rolls. Maybe return up to two allies HP to what it was the previous round..
The speed at level 17 needs to change to: when you use the Dash action (note: not bonus action) you instead triple your movement instead of doubling it.
They are too powerful as is. But I absolutely love the idea.
I'm not the original author, nor able to definitely speak to their intent, but my suspicion on the "you must use the second result" is referring to the overall result of the advantage roll as "the second result", the order being: roll a d20, dislike the result and invoke ability, roll two more d20s and you are required to take the better of the two, not having the option to use the original d20 result afterwards.
I suspect the less powerful action surge is due to there being almost no way to easily preclude a Fighter/Cleric multiclass character using both features in the same turn, as Action Surge doesn't use any limited resource. In fact, with short rests, the number of encounters you would be able to use both features to otherwise cast three spells (or four with a bonus action spell and three cantrips) or take three full attack actions would only be limited by your Channel Divinity uses.
Why doesn't slow time give the option to cast a cantrip? It seems odd for a cleric with potent spellcasting to have to use weapons to get a use out of their channel divinity.
"Rewind Time" says to reroll with advantage, yet it says "You must use the result of the second roll." That's not how advantage works. Also, this ability seems fairly weak... Maybe say you could use it to turn a hit against you into an automatic miss or automatically succeed on a Dexterity saving throw as a reaction?
I'd probably take out the "double your walking speed until the end of the turn," since it seems like overkill. Also, why not just say "Dash as a bonus action"?
Why the nerfed Action Surge? I don't see why they can't cast two spells on the same turn. An Eldritch Knight can. And clerics don't have Extra Attack anyway, so there doesn't seem to be a need to forbid that.
I'd probably replace augury with gentle repose (freezing time) and for the 7th-level spells I'd do banishment (sending them forward in time) and maybe confusion. Freedom of movement and divination don't really make sense.
Along with time stop, I think foresight and contingency would be good additions to their spell list.
Overall though, this is the best Time domain take I've seen. I think I may keep it aside from these changes, and I may make it so that they stop aging at 8th level as a ribbon ability instead of piling it all on at the end.
Thanks BadEye for featuring this on the D&D Beyond Twitch stream!
This is by far one of the best homebrew cleric domains I have ever seen! Easily in the top 3! Nice work dude!
Apologies if my first comment sounded harsh, definitely not the intention.
Really like the concept and execution of this, and am considering putting it available for my players in the next campaign (hence the comment :-) )
Thanks for the thorough explanation. I will have a think about that 17th level, and maybe do a minor nerf.
(I agree, Arcana domain with those extra high level Wizard spells is very potent!)
Thanks for your comment!
I agree it's very powerful, but they are chosen carefully. I couldn't have given up time stop; no spell caster who specializes in time magic would feel complete without it. But one extra domain spell wouldn't have been enough: compare the Arcana domain, which gets four extra domain spells as their 17th-level feature. So I wanted to add extra thematic features on top of that. The second feature is a ribbon, and isn't really considered as part of the balance of the subclass; it's more about the storytelling opportunities it provides. I like the idea of an Elven high priestess of Time hidden away in a monastery for thousands of years, untouched by the ages. The last feature is very fun and can be extremely powerful when used creatively, but requires a high cost in terms of spell slots. Because both the first and fourth features were so costly to use, I wanted to add another that could be used at will, was thematic, and wouldn't be too powerful, so I added the bonus action to double walking speed.
A tabaxi Time cleric can achieve a burst land speed of more than 108 mph, moving up to 960 feet in a single round.
The 17th level ability "Time's Master" seems more powerful than most of the other Cleric's 17th level ability.
Usually you are given only one effect at this level, but you are granting four different ones.