Base Class: Cleric
The time domain focuses on manipulating the time that flows nearly constant throughout the world. The gods and goddesses of time focus on preserving the natural flow in most situations, and bend the flow to their advantage in others.
Time Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Glimpses of Possibilities
Starting at 1st level, you gain the ability to manipulate brief stretches of time, catching glimpses of the future. As an action, you can look into the immediate future. You are able to ask a character one question, or perform one action, and see the outcome in your mind. If the action has a chance to fail, you gain advantage on the roll to succeed. You may use this feature twice, and regain all spent uses on a long rest.
Eddies of Time
Starting at 1st level, during your turn, you can bend time and switch initiatives between yourself and an ally. These changes occur at the start of the next round of combat, before anyone has taken their turn, and last for the rest of combat.
Starting at 3rd level, you also can switch initiatives between yourself and an enemy. These changes to initiative occur at the start of next round of combat.
Channel Divinity: Accelerate Time
Starting at 2nd level, you can use your Channel Divinity to manipulate the time around you.
As an action, you present your holy symbol and stretch time to temporarily speed time for yourself or an ally. Choose a creature within 30 feet. They gain either 10 ft of movement, a bonus action, or one attack, and they act to use the movement you have granted them, the bonus action, or the attack immediately after you use this ability. After they have used it, your turn resumes.
At 8th level, Channel Divinity: Accelerate Time grants either 20 ft of movement, an action, or two attacks.
Possibility Storm
Starting at 6th level, you gain the ability to pull on the threads of fate and bring forth endless possibilities. As a bonus action, you can activate Possibility Storm. Until the start of your next turn, once on each creature's turn, you may roll a d20 after that creature has rolled a d20. The result from your roll is used as the roll for the creature, regardless if it is better or worse. Once you use this feature, you must take a long rest to recover it.
At 17th level, you gain an additional use of this ability per long rest, and now have the ability to pick which d20 roll is used, rather than being forced to use your roll.
Time-Boosted Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip, and if you affect a creature with a spell, you can choose to speed up or slow the creature down by 10 feet for 1 turn.
Time Lock
At 17th level, you gain incredibly mastery over time. When you are attacked, you can use your reaction to briefly pause time, allowing you to escape a bad situation. Time is stopped for 1 round, and only you and up to 3 allies you choose can take actions during while Time Lock is active. Time Lock ends early if you or an ally cast a spell or attack a target, and enemies are considered paralyzed if you or an ally attack them while Time Lock is active. Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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10/22/2019 11:48:03 PM
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16
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2
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1
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Coming Soon
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12/2/2019 11:16:17 PM
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114
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3
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1.1
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Coming Soon
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10/29/2020 12:02:08 AM
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146
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3
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Coming Soon
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