Cleric
Base Class: Cleric

Clerics of the Time Domain worship gods who govern the flow of time, chance, or destiny. Clerics of the time domain use time spells that alter the flow of time to magically knit woulds close, slow falls, and even travel backwards or forwards in time.

Time Magic

As you create a Time Domain cleric, think about how your spells alter time. For example, a Time Domain Cleric that casts cure wounds might turn back time so that the wounds never occurred, or they might fast forward in time to speed up the body's repair functions. Likewise, casting feather fall might slow time down for the falling creatures. Regardless, try to come up with inventive ways for spells to alter time instead of just making magical effects.

 

The Time Stream

In almost every culture, people have a different way of perceiving time than in other cultures. In the Greek (and roman) mythologies, time was represented by an endless, river-like flow known as the Time Stream, governed by the Titan Kronos (or Saturn). For purposes of simplicity, this subclass uses the Greek Mythological explanation of time. Feel free to create your own time myths and try to adapt this subclass' features to them!

 

Time domain Spells

Your patron bestows upon you a set of spells that allows you to control time. These spells are always prepared for you.

Limited Foresight

Starting at 1st level, your patron gifts you with brief glimpses into the immediate future.

When rolling initiative, you can add your wisdom modifier to the number rolled. You cannot use this feature again until you finish a long rest.

Channel Divinity: Power of Time

At 2nd level, you can use your channel divinity to move things through, into, and out of time.

As an action, you touch one creature or object with your holy symbol. If a creature is unwilling, it must make a Charisma save against your Spell Save DC or be affected.

If the creature or object is affected, choose one of the following options.

Forward You cause the creature or object to vanish, appearing again in a number of turns equal to your wisdom modifier (minimum of 1)

Backwards You cause the creature or object to be pushed back in time a number of turns equal to your wisdom modifier (min. 1). That creature gains a number of actions equal to your wisdom modifier, which it takes before reappearing in the present time. If an affected creature uses one of those actions to deal damage to another creature, it is pushed back to the present before the action takes affect. 

Channel Divinity: Luck of the Future

Also at 6th level, you can use your channel divinity to exert control over the future, altering the time stream to change events.

As an action, you present your holy symbol and momentarily fast forward in time 1 round. When you return, you can immediately add or subtract 10 from one attack roll, ability check, or saving throw a creature makes in the next round. Then, you immediately fast forward again and view the future, with the event that you changed taking effect as you had changed it. You reappear at the start of your next turn.

If you use this feature more than once in between long rests, you must make a Charisma saving throw against your own spell save DC. On a failure, you return from the future and take 3d10 psychic damage instead of influencing the event.

Divine Strike

At 8th level, you can strike a creature out of the time stream, making it a mere spectator to the events of the world.

When you hit a creature with a melee weapon attack, you can expend a 2nd-level spell slot to push the creature out of the time stream. That creature falls under the effect of a sequester spell for a number of rounds equal to your cleric level, after which it is returned to the nearest unoccupied space to where it was before it got removed. That creature can see and hear the events going on around it, but other creatures cannot see or hear the creature.

Avatar of the Time Stream

At 17th level, you are almost completely removed from time, allowing you to exert control over it at will.

You gain the following features:

  • For every 10 years that pass, you only age 1 year.
  • You learn the time stop and foresight spells. These spells count as domain spells for you.
  • As long as you are conscious, you cannot be surprised.

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