Base Class: Cleric
Clerics of the Time Domain are devout followers of deities that control the dimension of time. The fabric of time is sensitive, and these clerics take it upon themselves to ensure it remains intact. Through the powers their gods bestow upon them, they are allowed to create harmless ripples in the time continuum, stopping potentially devastating waves in the process.
Time Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
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3rd |
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5th |
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7th |
dimension door, slow missiles* |
|
9th |
wall of force, delay spell* |
*detailed at the end of the page
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and in Intelligence (History) checks.
Temporal Awareness
Also starting at 1st level, you become constantly aware of a short snippet of time in the immediate future. You can add your Wisdom modifier to your initiative rolls, and can no longer be surprised.
Channel Divinity: Time Lock
Starting at 2nd level, you can use your Channel Divinity to lock creatures in time.
As an action, you can choose a Large or smaller creature you can see within 30 feet. That creature becomes frozen in time for 1 minute. While locked, it is unaware of its surroundings, cannot be moved, and cannot be affected by any attacks and spells or any type of interaction. The space it occupies is impassable. At the end of each of its turns, it can make a Wisdom saving throw, ending the effect on itself on a success.
Overclock
Starting at 6th level, you gain the ability to overclock, momentarily slowing time down for yourself. Once per turn, you can do one of the following:
• Make one extra attack as part of your attack action.
• Cast a spell with a casting time of 1 action as a bonus action.
You can use this feature twice. You regain expended uses when you finish a long rest. Starting at 17th level, you can use this feature an unlimited amount of times.
Empowered Time Lock
At 8th level, your Channel Divinity: Time Lock is empowered. When you use it, you can choose either of the following options for it:
• When the target creature escapes the time lock, it takes radiant damage equal to your proficiency modifier for every turn it spent frozen in time.
• Your Time Lock can target two creatures.
Time Step
Starting at 17th level, you learn the time stop and foresight spells as domain spells.
Additionally, as a bonus action, you can cause a rift between timelines and create a snapshot of yourself at that current point in time. At the end of your next turn, you return to that snapshot, regaining any Hit Points, expended abilities, and spell slots up to 7th level expended during that time. Being dead or on a different plane than the snapshot does not stop you from rewinding back to it. If the space you would return to is occupied by another object or creature, you both take 1d10 force damage, and you are instead moved to the closest unoccupied space.
When you use this feature, you must finish a short or long rest before you can use it again.
Slow Missiles
4th level abjuration
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute
You create a field of slowed time in a 10 foot radius around you. When a ranged projectile passes through this field, it is significantly slowed. If this field intercepts a ranged attack, that attack is made with disadvantage. A ranged weapon attack intercepted by this field has its damage reduced by 2d8 + your wisdom modifier. If this brings the attack's damage to 0, the projectile becomes suspended in place in the field until this spell ends, the projectile leaves the radius of the field, or is otherwise moved. After it is no longer affected by the slow field, it retains none of its previous speed, and simply falls to the ground.
When you cast this spell using a spell slot of 5th level or higher, the damage reduction is increased by 1d8 for each slot level above 4th.
Delay Spell
5th level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Up to 1 minute
You create a small tear in the fabric of time, attempting to delay the resolution of a spell being cast by a creature you can see. If the creature is casting a spell of 5th level or lower, you successfully delay it. If it is casting a spell of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you successfully delay it. When you successfully delay a spell, you must declare a time within the next minute when the delayed spell will resolve. When it does, it resolves as if cast from the same location, affecting the same area and targets. If the spell's targets are no longer within range, the spell fails.
When you cast this spell using a spell slot of 6th level or higher, the spell is successfully delayed if its level is less than or equal to the level of the spell slot you used.
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