Cleric
Base Class: Cleric

Some Gods can control time and space, others seek to destroy it. When worshipping a deity of this kind, they grant you a small portion of their power. Wise gods protect the many timelines of the universe. Clerics which gain this power are sent to carry out their duties which are often preventing others from altering the timeline and ensuring it follows the set path, even if that means traveling to another dimension.

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 feather fall, expeditious retreat
3rd augury, hold person
5th slow, haste
7th divination, freedom of movement
9th hold monster, modify memory

Scholar of Time's Flow

When you choose this domain at 1st level,  you gain proficiency in the History, Insight, & Perception skills and may double your proficiency bonus when making History, Insight, & Perception skill checks.

Timeless

The temporal magic you that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Channel Divinity: Overclock

Starting at 2nd level, you can use Channel Divinity to alter the flow of time to your benefit. As a bonus action on your turn, you may use your Channel Divinity to give yourself the benefits of Haste for one round. You cast haste on yourself, no components or concentration required, until the start of your next turn. When haste cast in this way ends, you are not stunned or incapacitated. 

Chronomancer

Starting at 6th level you are able to exercise a small amount of control over time. You may add your Wisdom modifier to your initiative rolls. Additionally, you can target objects, as well as creatures, with your domain spells. For example, you can cast slow on a rolling boulder or feather fall on a falling glass.

Temporal Thrust

At 8th level, you gain the ability to infuse your weapon strikes with the force of temporal instability. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Temporal Mastery

At 17th level, you gain the time stop and foresight spells as domain spells. You stop aging, and you do not suffer the effects of old age.

Additionally, during or at the end of any turn, you may rearrange the flow of time and immediately take your next turn. After your turn, regular turn order continues. You also gain one level of exhaustion and forgo your next turn in the turn order. Once you use this feature, you cannot use it again until you finish a long rest.

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