Cleric subclass
The gods of the Time domain command the fundamental forces that govern the flow of existence, from the grand cycles of seasons and ages to the subtle moments between heartbeats. These deities represent diverse aspects of time's power -- some oversee birth and death, others watch the turning of epochs, and still others guard the very boundaries of creation and dissolution. Their clerics are granted remarkable powers over temporal flow, allowing them to peer through time's veil and even alter its course. Whether preserving the proper flow of time's river or making subtle adjustments to its current, these priests serve as custodians of chronology itself, wielding powers that can speed, slow, or even briefly rewrite the flow of events.
Cleric Spell |
Spells |
1st | auspicious warning, feather fall |
3rd | decelerate, gentle repose |
5th | haste, slow |
7th | flickering fate, reset |
9th | modify memory, wall of time |
When you choose this domain at 1st level, you gain proficiency in Insight and Perception, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Additionally, whenever you might be surprised, you can make a Wisdom saving throw against a DC equal to the highest result among the enemy's initiative rolls. On a successful save, you are not surprised.
Starting at 2nd level, you can use your Channel Divinity to shift time and alter the order of initiative. As an action, you can move yourself in the initiative order to any point of your choosing.
Starting at 6th level, you can use your Channel Divinity to shift time for others as well as yourself. Choose up to three allies. When you use your Channel Divinity, you can also move them in the initiative order to any positions of your choosing. An allied creature can choose not to be affected.
Beginning at 8th level, you intuitively know where your enemies will be in the immediate future and how they will attack. You gain advantage on one attack roll each turn when you take the Attack action. Alternatively, you can take a reaction when a creature attacks you to give that creature disadvantage on its attack roll against you.
At 17th level, you add foresight and time stop to your spell list. You are never surprised, and whenever you and your allies might be surprised, you can grant up to six allies the ability to make Wisdom saving throws to avoid being surprised, as if they had your Prescient Glimpses feature.
Deep Magic. Kobold Press, 2020.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA