Patience Domain

While everyone runs and rush everywhere, you have learn to take your time, to think and observe. With infinite patience and faith, you know that the Gods will put your enemies on your reach, that you don't need to run from danger and that you don't need to follow anyone. Time is on your side.

Domain Spells

Cleric Level Spells 1th Snare, Sanctuary 3th Levitate, Pass Without Trace 5th Slow, Water Walk 7th Private Sanctum, Resilient Sphere 9th Commune, Passwall

Turtle Youth

The way of life of your religion it's slow and carefree and, beyond the blessings of your gods, it is a healthier way of life and your metabolism got used to it. You need to eat only half of your daily rations and you get the benefits of a Long Rest in a short one. At level 8, you get resistance to poison and diseases. At level 14, you stop aging.

Sacrifice Velocity

At 1st level, your moviment velocity is reduced to 15 ft, but yo get a bonification of +3 AC, attacks and healing. You are immune to any spell that increases your speed, but you can get different ways of movement. All non personal healing spells have a range of 60 ft.

Channel Divinity: Bend Time

At 2th level you can use your Channel Divinity to alter the flow of time around you. As an action, you create a circular aura around you of 30 ft of diameter. Any hostile creature around you has it's speed reduced to 15 ft and has disvantage to attack.

If an enemy launches a proyectile that must go through your aura, it has disvantage.

Stasis

At 6th level you can banish creatures to nowhere, outside the flow of time. You touch a creature and it must make a Wisdom save against you. If it fails, it dissapears for the period of time that you wish, up to 24 hours. Detect Magic or similar can detect the aura of Transmutation in the place where the creature was banished and the effect can be interrupted by Dispel Magic or similar.

The creature is immune to anything that happens around it. It doesn't need to eat or sleep. When the creature returns, it doesn't notice that the time passed: for it, it was just a second.

You can use this feature a number of times equal to your Wisdom modifier (At least one), and you regain expended uses when you finish a long rest.

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Alter Time

At 8th level, when you use Channel Divinity: Bend Time, instead of the normal effect you can change it to cause 1d6 of Necrotic or Radiant damage for every extra 5 ft over 15 ft that an hostile creature moves inside your aura. In any case, the aura range is increased to 60 ft.

At a Side of Continuity

At 14th level, as an additional action, you can move through time. You can move fowards or backwards at least one turn and at maximum your Wisdom modifier hours (At least 1 hour).

Backwards in Time: You can only be on places that you were and you reemplace your past self with your future self. If you move to a point in time before getting damage or getting a damaging condition, you don't heal. If you lost an item on the future that you carried on the past, you find the past version of that item. Wish is an exception to every rule: if you had a Wish and you traveled backwards in time, that Wish is invalidated. You don't need to make any special action to avoid a paradox.

You can only be on places that you were and you reemplace your past self with your future self. If you move to a point in time before getting damage or getting a damaging condition, you don't heal. If you lost an item on the future that you carried on the past, you find the past version of that item. Wish is an exception to every rule: if you had a Wish and you traveled backwards in time, that Wish is invalidated. You don't need to make any special action to avoid a paradox. Forward in Time: Traveling forward in time is similar to Stasis, but you have greater control over it. You dissapear from reality and your body and everything affecting it is frozen in time. You can't nor need to eat or rest while you are traveling. You can perceive whatever happens around you, but you can't interact in any way unless you interrupt the travel. You can't move through walls or open doors, but you can move through an entrace that opens while you travel. You can return to normal time wherever you want. You (Or more probably your character) have enough patience to simply wait enough time to travel forward as much as you want.

You can use this feature only one time every Long Rest.