Time Domain, Variant (5e Subclass)
Time Domain[edit]
Cleric Subclass
These clerics serve the gods that weave time. These are gods of fate and gods of travel, as well as even some gods of cycles, decay and passing on.
Time Domain Spells[edit]
Cleric Level | Spells |
---|---|
1st | silvery barbs, shield |
3rd | tasha's mind whip, misty step |
5th | blink, haste |
7th | dimension door, death ward |
9th | hold monster, temporal shunt |
Temporal Insight[edit]
When you choose this domain at 1st level, you gain proficiency in the History, Insight, or Perception skill (your choice).
Future Vision[edit]
Starting at 1st level, you can provide your allies with a glimpse into the immediate future. As a bonus action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You grant the targets visions of the immediate future for 10 minutes or until you use this feature again. Whenever a target makes an attack roll or a saving throw, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Stasis[edit]
Starting at 2nd level, you can use your Channel Divinity to freeze the time around a creature.
As an action, choose one creature that you can see within 5 feet of you. The creature is incapacitated until the end of your next turn. The incapacitated creature's speed drops to 0, and the creature can’t move or speak and is unaware of its surroundings. The creature can make a Charisma check against your spell save DC at the end of each of its turns, ending the effect on a success.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature or until you lose your concentration (as if you were concentrating on a spell).
Chronal Guard[edit]
Beginning at 6th level, the visions you provide can protect your allies. When a creature affected by your Future Vision feature takes damage, the damage is reduced by half your cleric level.
Potent Spellcasting[edit]
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Continual Rewind[edit]
At 17th level, you do not age, and cannot be aged magically.
Additionally, when a creature affected by your Future Vision feature makes a death saving throw, you can use your reaction to restore it back to health. The creature regains hit points equal to half its hit point maximum, and then it stands up if it chooses to.
When you use this feature, you must succeed on a DC 15 Wisdom saving throw or suffer one level of exhaustion.
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