Cleric: Time Domain

by SleepyCleric001

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Time Domain

The Time Domain

Followers of the Time domain, are specifically chosen by their gods. The gods choose them on their potential for keeping time balanced, Spreading History and lore to those who have forgotten, and for aiding Fate.

Clerics of time, are given godly insight, and powerful chronomancy. They are keepers of justice and teaching. Gods of Fate, Past, Present & Future are all gods that guide the followers of the time domain. Only those of a Lawful Neutral, Chaotic Neutral, or True Neutral Alignment are applicable for being a time-domain cleric.

Time Domain Spells

Cleric Level Spell Name
1st Expeditious Retreat, Feather Fall
3rd Augury, Lesser Restoration
5th Clairvoyance, Haste
7th Dimension Door, Divination
9th Modify Memory, Transmute Rock

Bonus Proficiency

When you choose this domain at 1st level, you can become proficient in another skill. Pick one from the three offered, you have the choice between Insight, Religion, & History.

Glimpse of the Future

At 1st level, Your contact with the gods of time and fate grants you a brief insight into the future. As a bonus action, you can look 6 seconds into the future within your line of sight.

This can be used inside and outside of combat. Inside combat, You can use this feature to give yourself an advantage on an attack, saving throw, ability check, or give disadvantage on the next attack against you. You can only choose one option, as disrupting the waters of fate will cause them to flow in a new direction, e.g. if someone comes to attack you after you’ve glimpsed into the future, you can cause disadvantage on their attack, but in doing so the effect ends as the timeline has changed.

You can use this feature as many times as up to half your wisdom modifier, rounded down.

Channel Divinity: Delay Flow

At 2nd level, you can use your channel divinity to slow down the effects of time. As an action, you present your holy symbol. For 1 minute, Creatures that enter or are caught within a 30-foot radius of you must make a charisma saving throw or suffer the following effects. Additionally, you may choose a number of creatures up to your wisdom modifier to spare from the following effects.

  • Affected creatures have disadvantage on attack throws, and attack throws made against them have advantage.
  • Spells cast within the radius by affected creatures suffer the same effects under the slow spell.
  • Affected creatures suffer a -5 penalty to movement speed.

After exiting the radius, the effects end for an affected creature after 1 round. If they enter the radius again, they make the next save against this feature with advantage.

Hasten Timelines

You gain this feature at 6th level. As an Action, you expel chronotic energy in a 30ft radius and may target a number of creatures equal to your Wisdom modifier that are within the radius. Those targeted gain the following effects.

  • They can expend up to a third of their hit die (Minimum 1 hit die) + their constitution modifier.
  • Spellcasters gain spell slots equal to half of your level (minimum 1 spell slot). They share the slots among slots they have available, e.g. spending two levels worth into two first-level slots, or spending two levels worth into a second-level slot. You can only regain 2 slots for each spell level. Meaning that if you are missing 3 second-level slots, you can only recreate two at max. Even if you have six points available. If you are no longer missing slots, and you still have points remaining, ignore the remaining points.
  • The next attack, ability check, or saving throw done gains advantage.

You may use this feature once per long rest.

Potent SpellCasting

At 8th level, you can add your wisdom modifier to any cleric cantrip.

Disciple of Time

As an added feature to your divine intervention which you gain at 10th level, The link that calls your god to you with your divine intervention feature stops time for 1 round.

Additionally, a request you may ask your god is to revert the dead back to their previous state. The target must be dead for no longer than ten days. The god uses the same principal of the ‘Reincarnate’ spell, although the target keeps the race they already have and do not change it.

Master of Time

At 17th level, you learn the spells Timestop and Foresight. They do not count against your number of spells you can prepare each day.

These spells count as cleric spells for you. You cease to age however even though time may not kill you, you can still die by any other means.

Additionally, your hasten timelines feature may now be used once every short rest.

Credits
  • Art Credits to Tira-Owl on DeviantArt
  • Credits to GMbinder for putting this into a fancy format
 

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