Cleric
Base Class: Cleric

The Time Domain focuses on the unescapable and unchanging passage of time. Time stops for no body and reaches every inch of the universe.  The gods of time are as old as they are wise, and despite knowing what will happen and when, they often refuse to share with their followers so as to not break the flow of time. Clerics of gods of time are tasked with keeping a balance in the flow of time, but depending on the circumstance they may be able to exempt themselves from this rule. Clerics of Time also end up living incredibly long lifespans, but look young none the less.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Foresight

Also starting at 1st level, you begin to see faint, blurry glimpses of the future. As a bonus action, you can look into the near future, and gain a very faint idea of what will transpire. When used, you gain a +2 your AC and physical saves for the next two rounds. You may use this ability a number of times equal to  one half your wisdom modifier rounded up before needing a long rest to recharge them.

Channel Divinity: Undo Events

As an action, you present your holy symbol and evoke the flow of time that can return someone to a previous state. Choose a creature within 5 feet of you to target. This creature then returns to the state it was in 12 seconds ago. This includes HP, spell slots, status effects, spell effects, and class abilities (aside from Channel Divinity). The creature stays in the same location as it was when the channel Divinity was used, and keeps any knowledge it gained in the twelve seconds. A creature can make a Charisma Saving Throw against your spell save DC to maintain its current status, wasting the Channel Divinity on a success. A creature must be alive and awake for the Channel Divinity to work.

Alternate Timeline

Beginning at 6th level, you are able to quickly asses when battle is about to begin, and jump yourself ahead a few seconds. When you roll for initiative, you may roll twice and take whichever you prefer.  Alternatively you may roll for initiative normally and move yourself ahead 1 place in the order.

Deja Vu

At 8th level, You may use a bonus action to create an afterimage of the action you take on this turn. The afterimage is a translucent version of yourself that, on the turn after you used it, uses the same action you did on the same location. The afterimage acts immediately after you and disappears after it takes the action. The afterimage may not cast spells of 5th level or greater.  You may use this feature a number of times equal to 1/2  your proficiency bonus rounded down.

Time Out

 At level 17th, you have learned how the flow of time works on yourself and everything around you:

  • Time stop is a domain spell for you.
  • For every 10 years that pass, your body ages only 1 year.
  • You know how to influence the outcomes of the current timeline. As a reaction, you can force a reroll of any roll that happens the moment you use this feature. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. Once you use this feature, you can’t use it again until you finish a long rest.

 

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12/30/2020 3:44:43 AM
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