Time

Watch over Time

Created by Gabe Grimoire
The riddle of time is one of the oldest mysteries of all creation, all the more tragic since its near destruction. The shattered pieces fade in and out providing power to those that know how to capture it.  
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Deities

Chronos, Ozidia, Polaris  
 

Time Domain Spells

Level 3 feature   Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the table below, you thereafter always have the listed spells prepared.  
Cleric Level
Prepared Spells
3
Alarm, Blur, Expeditious Retreat, Hold Person
5
Haste, Slow
7
Blight, Freedom of Movement
9
Hold Monster, Legend Lore
 

Timekeeper

Level 3 feature   Due to your dedicated time overseeing the passage of time, you gain the following benefits:
  • History Skill. You gain Proficiency in the History skill or, if you already have Proficiency, you instead gain Expertise in it.
  • Telling Time. You are always able to approximate the time, regardless of circumstances.
  • Never Late. You have Advantage on Initiative rolls.
   

Time Warp

Level 3 feature   At the start of your turn, you can present your Holy Symbol and expend a use of your Channel Divinity to pull a sliver of the future into the present. After this turn, you immediately take another turn. After this additional turn ends, you gain the Dazed condition and can't take any Reaction until the end of your next turn. You can only use this feature once per round.  
 

Turn Back The Clock

Level 6 feature   When a creature you can see takes an Action, Bonus Action, or Reaction to do something, you can, as a Reaction, turn back the clock; that action is considered to have never happened. The creature loses whatever action it took, but not any resources it may have spent to do it (i.e. spell slots, magic item charges, feature uses). Once you use this feature, you can’t use it again until you finish a Long Rest.    

Timely Reflex

Level 6 feature   Your continued time overseeing time has granted you an astute awareness of danger. While conscious, you cannot have Disadvantage on Initiative rolls.  
 

Master of Time

Level 17 feature   Your existence has become so tightly woven with the fabrics of fate and time, that you gain the following benefits.
  • Longevity. For every hundred years that pass, your body ages only one year. You cannot be magically aged.
  • Prepared Spells. You always have the Foresight and Time Stop spells prepared.
  • Alter Results. When you or a creature you can see fails a D20 Test, you can as a Reaction, reroll one of the dice used and choose which of the two is then used. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.