Cleric
Base Class: Cleric

Time clerics worship gods of time, fate, and tradition. These gods often control elements of the world centered on travel or even decay.

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 expeditious retreat, longstrider
3rd hold person, misty step
5th haste, slow
7th blight, dimension door
9th hold monster, legend lore
17th time stop

Bonus Proficiency

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

Knight of Time's Flow

Starting when you choose this domain at 1st level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Additionally, whenever you cast a cleric spell using a spell slot, you can bend time around one creature you can see within 30 feet of you. The chosen creature's speed increases by 10 feet until the start of your next turn.

Channel Divinity: Accelerate

Starting at 2nd level, you can use your Channel Divinity to mold the flow of time to your benefit.

Once on your turn, you can use your Channel Divinity to take an additional action on top of your regular action. When you do so, your speed is doubled until the end of your turn.

Flurry of Time's Flow

Starting at 6th level, when you use the Attack action, you can make one weapon attack as a bonus action.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Time's Flow

At 17th level, your mastery over time allows you to act when you please. At any point during another creature's turn, you can use your reaction to immediately take an extra turn. On this extra turn, your speed is halved, you can take either an action or a bonus action, but not both, and when you use an action or a bonus action to attack, you can make only one attack, regardless of the number of attacks you can normally make. When this extra turn ends, the turn you interrupted continues as normal.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes