Base Class: Cleric
Time is one of the elements that comprises reality. It is an inexorable force of existence that most beings cannot ever hope to affect in their lifetimes. However, there are those among the deities of Suvera that concern themselves with time, its ebb and flow, its endless possible threads extending into the future. The servants of these entities are granted the ability to manipulate time in minute amounts, never truly controlling time, but bending and twisting it to achieve a variety of effects.
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 |
Threads of Possibility
Whenever you make an attack roll, an ability check, or a saving throw, you can roll an additional d20. This must occur after you roll the first die, but before the outcome is determined. You must use the second d20 for the attack roll, ability check, or saving throw. You may not use this feature again until after a long rest.
Channel Divinity: Fate Smiles Upon You
As a reaction, you can use Channel Divinity to grant a success on an attack roll, ability check, or saving throw to one creature you can see within 60 feet as that creature makes the roll. This effect does not produce critical hits or other extraordinary forms of success, it merely alters the result of the roll to the minimum result needed for success.
Channel Divinity: Prescience
As an action, you can use Channel Divinity to grant advantage on all attack rolls, ability checks, and saving throws made by you and any friendly creatures you designate within 30 feet. This effect lasts until the end of your next turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stop the Clock
Upon gaining 17th level, you cannot be aged through non-magical means.
Also, once per day, you can cast the spell time stop without using a spell slot. You regain the use of this feature after a long rest.
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