Cleric
Base Class: Cleric

Although time is always flowing around the multiverse, very few know how it truly works. Gods of the Temporal domain control this passage of time, ensuring it is kept constant, as to prevent paradoxical events. To them time is like a river that must continue to flow, and they can speed up and slow down it's movement as necessary. However, these gods will often grant their most dedicated disciples the power to manipulate time; to find the secrets of the past, to glance the dangers of the future, and to shift the direction in which it flows. Clerics of the gods of time are often lore-keepers, fortune tellers, and healers.

The gods of time are often also rulers of the domains of knowledge, fortune, and death, remembering what the past holds while ensuring the future holds it's path. In the Forgotten Realms, deities in this domain include Beshaba, Savras, and Tymora. In Eberron, gods in this domain could be Olladra and The Traveler, in Dragonlance, they could be Gilean and Sirrion, and, in Greyhawk, they could be Istus and Ralishaz.

Temporal Domain Spells

Cleric Level Spells
1st feather fall, gift of alacrity
3rd augury, fortune's favor
5th haste, slow
7th divination, freedom of movement
9th hold monster, temporal shunt

Bonus Proficiencies

At 1st level, you gain proficiency in heavy armor. You also gain proficiency in the History or Insight skill (your choice).

Temporal Foresight

At 1st level, you have the ability to see the very near future and act accordingly. You can't be surprised as long as you are not incapacitated. Additionally, when you roll initiative, you can roll 1d4 and add it to the total. When you reach 14th level, this increases to 1d6.

Channel Divinity: Temporal Inversion

At 2nd level, you can use your channel divinity to reverse the flow of time around a specific object.

As an action, you present your holy symbol, and you send an object back through time. Choose one object which is large or smaller and is within 30 feet of you. That object goes back to where it was exactly one minute ago, and if it is in a different position than where it was previously was it flies back to where it was. If it was part of something larger, like a broken piece of a statue, it reconnects with that object as long as the larger object is still in the same place. If it was being supported by something that it now isn't and would fall, it falls from it's location as soon as it gets there.

If a creature is in the path of the object and it is moving then it must make a Dexterity saving throw. On a failed saving throw, a creature takes bludgeoning damage based on the size of the object; 1d4 for tiny or small, or 1d6 for medium or large. On a successful saving throw, a creature manages to dodge out of the path of the object and takes no damage.

Chronal Saviour

At 6th level, you have learned how to push time in a particular direction to help you and your allies evade danger. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to allow the creature to add your wisdom modifier to the roll. You can wait until after seeing the roll to use this ability, but you must use it before the DM says whether the roll succeeds or fails.

You can use this a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Spell of Aeons

Beginning at 17th, you can exert such fine control over time that you can freeze spells in time for short periods of time. As a reaction to a spell being cast within 30 feet of you by a willing creature, you can halt the spell's effect for a short time, making it more powerful. When you do this the spell doesn't take effect until the beginning of the caster's turn, and they are considered to be concentrating on the spell while it is frozen. If the caster loses concentration before the spell's effect is unleased, the spell occurs normally, but without any benefits. If the spell requires an attack roll or a saving throw, it is made after the spell is released.

If the spell is hold for the full duration, it gains more magical energy. If the spell requires a roll for healing or for damage, the number of dice rolled is increased by a number equal to half the spell's level (to a minimum of 1). If the spell has multiple damage rolls, you can only add this damage to one of those rolls. You can use this a number of times equal to you wisdom modifier, and you regain all uses of it when you finish a long rest.

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