Cleric
Base Class: Cleric

The gods of time are guardians of the endless flow of moments, patrons of those who seek to understand the past, shape the present, and glimpse what may yet come. They teach that time is neither a treasure to be hoarded nor a force to be conquered, but a sacred current that carries all things toward their inevitable ends. Clerics of these deities watch for disturbances in the natural order of events, aid those whose lives have been twisted by the passage of time, and intervene when the forces of chaos or fate threaten to alter the course of history. Followers of these gods are often patient and deliberate, for they know that a single moment can determine the fate of kingdoms. Yet when action is required, they move with uncanny speed, seizing opportunities before they vanish and granting their allies the precious seconds they need to prevail. Deities of this domain include Labelas Enoreth, Savras, Chronos, and other gods who hold dominion over time, fate, and the turning of the ages.

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

Temporal Foreknowledge

You gain proficiency with initiative rolls. Additionally, you cannot be surprised unless you are Incapacitated.

Enforce Normality

You can enforce your will upon the timeline, forcing events which step out of the ordinary path to conform back to normality. 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 with advantage or disadvantage, you can force the roll to be flat instead.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Grant Time

Starting at 2nd level, you can use your Channel Divinity to grant someone an additional moment of time.

As an action, you present your holy symbol and choose one other creature within 30 feet of you, slowing its personal time for a split second. The creature can use its reaction to take an action of its choice as if it was their turn.

Improved Temporal Awareness

Starting at 6th level, your temporal foreknowledge improves, now also affecting those around you.

Any creature of your choice within 10 feet of you now gains the benefits of your Temporal Foreknowledge feature. Additionally, you and those creatures now add your Wisdom modifier (minimum of 1) to your initiative rolls.

Potent Spellcasting

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

Temporal Engagement

Starting at 17th level, you can briefly halt the flow of time when combat begins.

When you roll initiative, choose a number of creatures you can see within 60 feet of you equal to your Wisdom modifier (minimum of one). You and the chosen creatures are unaffected by the passage of time until the start of the second round of combat.

During this time, you and the chosen creatures take your turns as normal, but you can't affect creatures or objects that aren't chosen by this feature. Likewise, creatures and objects unaffected by this feature can't affect you or the chosen creatures.

A creature or object unaffected by this feature is immune to all damage and conditions for the duration. Any spell or other effect that would target or otherwise affect an unaffected creature or object fails, and any spell slot or other resource used to produce that effect is expended as normal.

Once you use this feature, you can't use it again until you finish a long rest.

 

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