Time Domain
One of the central tenets of existence is the inexorable passage of time — the succession of past, present, and future that guides and governs a mortal’s perception of life. To some, time is an enemy, one they have either conquered or been defeated by. To others, it is a comfort, a promise of new experiences or a distance from others.
Gods of the Time domain may not experience time as mortals do, but they understand what its passage represents and the necessity of its continued flow. Clerics of these deities can manipulate the flow of time in minor ways, and have the responsibility to use these abilities to further the intentions of their god, which often include ensuring time flows unhindered and that irresponsible beings do not seek to enforce their will on its passage.
Deities of this domain include Amaunator, Labelas, Aureon, Chronos, the Norns, Huh, and Father Time.
Level 3: Time Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Time Domain Spells table, you thereafter always have the listed spells prepared.
Time Domain Spells
Cleric Level | Prepared Spells |
---|---|
3 | Expeditious Retreat, Oscillating Chronology, Fortuity Conflux, Hold Person |
5 | Haste, Slow |
7 | Abeyed Discharge, Death Ward |
9 | Far Step, Hold Monster |
Level 3: Blessings of Time
You are bestowed additional time. For every 2 years that pass, your body ages only 1 year. In addition, you are immune to being magically aged.
Level 3: Sacred Seconds
You gain the ability to manipulate seconds of time to avoid danger and make opportunities for yourself. You can use a bonus action on your turn to take the Dash, Disengage, or Dodge action a number of times equal to your proficiency bonus.
You regain all expended uses when you finish a long rest.
Level 3: Chronal Flux
You can grant your allies precious time when it matters most.
You can use a bonus action to expend a use of your Channel Divinity, choosing a creature you can see within 30 feet and blessing it with spare time. Once within the next minute, the creature can use its bonus action to make one weapon attack or to take the Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object action.
Level 6: Moment of Intercession
You can delay an enemy’s action to give others the opportunity to react. When a hostile creature takes an action, you can use your reaction to force it to make a Wisdom saving throw. On a failed save, the creature’s turn immediately ends. The described action does not immediately happen, but instead occurs at the start of the creature’s next turn before it takes its turn. If the action had a specific target that is no longer in range, the creature can choose a new target for the action. On a successful save, the creature can take the action that turn but must choose a new target, if the action requires targeting a creature.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 8: Potent Spellcasting
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Level 17: Hallowed Synchrony
Your faith empowers you to halt the very flow of time. You can cast time stop without expending a spell slot. When you cast Time Stop using this feature, you can choose a number of creatures you can see up to the number of turns you rolled. Each of the chosen creatures takes one of the additional turns in your stead, following the rules described in the time stop spell. You choose the order in which the additional turns are taken.
Once you use this feature, you can’t use it again until you finish a long rest.
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