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A Divine Domain for Clerics





Gods with the capability to manipulate the flow of time itself – such as Amaunator and Labelas Enoreth – are few in number, but their power cannot be denied. For most, time is the one true constant in a world full of chaos, and the thought of that constant being altered terrifies them. For others, being able to overcome the limitations of the multiverse itself is a fascinating prospect.

Whether for good or ill, these zealots devote themselves to gods of time, hoping to glean even a fraction of their patron’s power and give themselves enough time to make a difference.

Time Domain Spells

Cleric Level Spells 1st entangle, longstrider 3rd gentle repose, misty step 5th haste, slow 7th death ward, divination 9th mislead, raise dead

Chronic Anomaly

At 1st level, you are able to perceive glimpses of possible futures. You learn the guidance cantrip if you do not know it already.

Additionally, whenever you roll initiative, you add your Wisdom modifier to the result, in addition to your Dexterity modifier and any other potential bonuses.

Channel Divinity: Time Slip

At 2nd level, you can use your Channel Divinity to briefly stop time. As a bonus action on your turn, you can use your Channel Divinity to create an invisible marking on the ground in the space you are occupying, which lasts for 1 minute. While this marking exists, you can use a bonus action on your turn to instantly teleport back to this marking. This destroys the marking and ends the effects of this feature.

If you have not teleported back to your marking when its duration ends, you can choose to immediately teleport to it without spending any actions. You cannot have more than one of these markings placed at a time.

Channel Divinity: Damage Flux

At 6th level, you can warp the way time flows around you, delaying harmful effects and inflicting them on a later version of yourself. When a source would deal damage to you or a creature you can see within 30 feet of you, you can use your reaction and your Channel Divinity to negate that damage. When you prevent damage this way, that damage is dealt to the creature a number of rounds later, at the start of that creature's turn. This number equals half of your Wisdom modifier, rounded up.

Once you use this feature, you cannot use it again until the delayed damage has been inflicted.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Timeless Body

At 17th level, your manipulation of the flow of time has caused your body to become disjointed from it. Your body ceases to age, and you cannot be aged magically.

Regain What Was Lost

Also at 17th level, time's hold on you is weak and malleable. Time stop is added to your list of domain spells.

Additionally, at the start of each of your turns, you regain hit points equal to your Wisdom modifier if you don't have more than half of your hit points remaining. You don't gain this benefit if you have 0 hit points.

Finally, you can use your action to choose expended spell slots to recover. These spells can have a combined level equal to or less than your Wisdom modifier, to a maximum of 5. Once you regain spells lots this way, you cannot do so again until you finish a long rest.



