Time Domain in Cycles of Infinity | World Anvil

Time Domain

While many wisemen claim to see the future in the smokes of their fires and the leaves of their drinks, you know the truth about the flow of time and outcomes. You have dipped your finger in the river of aeons and know the power of the rushing clock. Through the grace of the gods, you have been granted the special knowledge of the flow of time, using it in their divine name.  

Domain Spells

  • 1st - Expeditious Retreat, Featherfall
  • 3rd - Blur, Hold Person
  • 5th - Haste, Slow
  • 7th - Dimension Door, Divination
  • 9th - Hold Monster, Modify Memory
 

Glimpses of the Future

Beginning at 1st level, you can see into moments into the future, giving you an edge in combat situations. You can add your Wisdom Modifier, minimum of 1, to your Initiative rolls and may act on surprise rounds when your party is surprised.  

Glimpses of the Past

Seeing that which has occurred is easier for you than others. Starting at 1st level, you gain proficiency in the History skill. In addition, you can invoke your ability to scry into the past, adding your Wisdom Modifier to a skill that knowledge of the past could reasonably help, such as tracking or searching for a moved object. Once you use this ability, you cannot use it again until after a short or long rest.  

Channel Divinity: Timeflow Variation

Starting at 2nd level, you can use your channel divinity to either accelerate yourself, or slow yourself down. As a reaction to being targeted, you can choose to accelerate yourself or slow yourself down until the beginning of your next turn:   Accelerated Time: You move swiftly, giving disadvantage to all attacks made against you and giving you advantage on Dexterity Saves.
Dampened Time: Your body slows and becomes difficult to move. You have advantage on Constitutions and Strength saves and any damage you take does not take effect for a number of turns equal to your Wisdom Modifier.  

Channel Divinity: Timeline Interrupt

As a reaction to another creature's actions, but before the results are determined, you or an ally you can see within 30ft. can move their turn order to that exact moment. If that character chosen has already gone this round, they can make a move action and take a bonus action, but that's it. Once their turn is done, the creature must continue it's action at the location where the target previously was. If it cannot, it simply loses that action.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Time Weaver

You have learned how control the flow of time with mastery. Timestop and Foresight become Domain Spells for you. In addition, you no longer move through time as you did before, instead, you age at a rate of 10x slower than you did before.   Your understanding of time has gotten so great that you see parts of the future before they happen. Whenever you make an attack roll, savings throw, or perform a skill check, you can choose to do so at Advantage, or choose to make a single attack against you at disadvantage, as you see the possible outcomes. Once you use this ability, you cannot use it again until after a short or long rest.

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