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Time

Most spellcasters and sages agree that significant alterations to time are undesirable, but they disagree strongly on what constitutes a significant alteration.

As might be expected, those of Good alignment typically try to protect time from those who seek to make significant changes or bend time to their will, while those of Evil alignment try to change what’s passed for their own selfish purposes.

Time Domain Spells
Cleric Level Spells
1 expeditious retreat, withered sight
3 decelerate, time step
5 haste, slow
7 reset, time vortex
9 legend lore, wall of time

Steward of Time

At 1st level, you become proficient in the History skill. In addition, you learn the quicken cantrip, which does not count against the number of cleric cantrips you know.

Channel Divinity: Time’s Embrace

Starting at 2nd level, you can react quickly to dangerous situations. When you are surprised at the beginning of an encounter, you can use your Channel Divinity to not be surprised. When you need to make a Dexterity saving throw, you can use your Channel Divinity to make the saving throw with advantage.

Time’s Guardian

At 6th level, you can use your reaction to gain a +3 bonus to AC against an attack made against you. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this ability after a long rest. Additionally, you never suffer the negative aftereffect of the haste spell and can act normally when the spell ends.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Mastery of Time

At 17th level, you can use your Channel Divinity to stop the flow of time. The effect is identical to the time stop spell: you can take 3 turns in a row when the effect is triggered. You must complete a long rest before using this ability again.

You can also use your Channel Divinity to allow you and your allies to ignore the effects of a temporal anomaly such as a time storm or a time rift for one minute. This effect is centered on you with a radius of 20 feet.

Section 15: Copyright Notice

Deep Magic: Time Magic © 2018 Open Design LLC; Author: Carlos Ovalle.