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Order of the Temporal Weave
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### The order of the Temporal Weave The Order of the Temporal Weave is a group of exorcists who have mastered the art of manipulating time to battle otherworldly threats. Their abilities allow them to view timelines, track down the source of a possession, and take swift action to neutralize the threat. With their specialized training and knowledge of temporal mechanics, they can mark priority targets and make decisive choices in the heat of battle. The order has a strict code of ethics to prevent time distortion and the creation of paradoxes. ### Occult Sight At 3rd level, your supernatural training has enhanced your battlefield evaluation skills. You can quickly identify (what you specify as) priority targets, such as creatures with the highest HP, spellcasters, and other important enemies. To do so, you make an insight check, with the DC determined by the DM. This check doesn't require an action or bonus action. ### Haunted Memories At 3rd level, you gain the ability to conjure up haunting images of your exorcisms as a bonus action. When you target a creature within 15 feet of you, it must make a wisdom saving throw against your Exorcism save DC. On a failed save, the creature believes its being possessed and must spend the next two rounds mentally fighting off the imaginary intruder. This mental focus is so intense that the target forgoes visual input, causing them to be blinded, or take 4d6 psychic damage. On a successful save nothing happens, and it becomes immune to this feature for the next 24 hours. You can use this ability a number of times equal to your wisdom modifier and regain all expended uses after a short or long rest. #### At higher levels: The damage a creature takes increases to 4d8 at 9th level, and to 4d10 at 15th level. .
### Dominion Improvement: Time Augmentation Starting at 7th level, When you expand a domain, it gains the following feature: All abberations, celestials, elementals, fey, fiends, or undead are slowed down so much, even the untrained eye can predict their attack patterns and defenses. All allies within your domain have advantage on attack rolls against these specified creature types, while the specified creature types have disadvantage on attack rolls. Aditionally, Spells cast within the domain have their duration increased by 20%. ### Disrupted Pulse At 15th level, you can create a stationary barrier in a 30-foot circle centered on you as an action. Creatures within the barrier, except those you choose, must make a Strength saving throw against your Exorcism save DC or be blasted out of the barrier, and thus are moved back to the edge of the area, taking 1d8 plus a roll of your Penitence die in force damage. Those who succeed still take half damage but remain in place. The barrier causes everything within to appear in shades of grey. Aditionally, all creatures, except for those chosen by you, must make a constitution saving throw against your exorcism save DC at the start of their turn. On a failed save, their speed is reduced to 0 and can't benefit from bonus to its speed. they can't take bonus actions or reactions until the start of their next turn, where they repeat the saving throw. On a successful save, its speed is halved. Projectiles and spells from outside the barrier are deflected and can't penetrate the barrier. This feature lasts 6 rounds, and you can use this feature once per long rest. \pagebreakNum
### Strand Manipulator Starting at 20th level, you gain the ability to manipulate the strands of time to change a creature's timeline. As an action, you can target a creature within 60 feet of you that you can see. The creature must make a Wisdom saving throw against your Exorcism save DC, unless it is willing. On a successful save, nothing happens and the creature is immune to this feature for the next 24 hours. However, on a failed save, you can choose one of the following effects to apply to the creature: * Fate set in Stone: The creature is shown brief visions of its cruel demise, causing it to suffer extreme mental pain. It is paralyzed for the duration and is vulnerable to psychic, radiant, and thunder damage, even if it was immune to those damage types. * Chrono Coffin: The creature is sealed within an ethereal coffin for the duration. During this time, it cannot be damaged from outside sources but is incapacitated. The coffin steals its vitality and time, for itself to use. The creature within takes 3d6 necrotic damage at the start of your turn until this effect ends. On your turn, the coffin will supply you with 1d12 temporary hit points. When the creature emerges from the coffin, it will look 10 years older, have its speed reduced by 10 feet, and its vulnerable to force damage, even if it was immune before. * Paradoxal Warp: You speed up this creature's timeline considerably, causing them to teleport erratically. This process takes 1 turn, and when you finish speeding up this creature's timeline, where they stood before are now standing 3 creatures (in the same space), which all do the same thing. This means that the actions the first creature takes are copied in the 2 other paradoxes. For example, when the first creature shoots their bow, the other two paradoxes will also shoot their bow with the same strength, same target, resulting in 3 arrows hitting or missing a target based on one result. * Temporal Disintegration: The creature's timeline is rapidly eroded, causing them to age rapidly. They take 8d10 necrotic damage and age 1d20 years. If this effect kills the creature, it is turned to dust and cannot be ressurected unless a wish spell is used. * Time Warp: You boost the creature's timeline, enabling it to take 2 actions, 2 bonus actions and 2 reactions. In addition, its speed is doubled for the duration. You can use this feature 3 times per long rest. \pagebreakNum
## Art Credits ##### Cover: *https://powerlisting.fandom.com/wiki/Archetype:Chronomancer* ##### Second Page *https://nl.pinterest.com/pin/300333868897676511/* ##### Third Page *https://prompthero.com/prompt/2b051d8a910*