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Time Domain

Clerics of this domain know that the flow of time is a very relative concept, like many other aspects of reality. Nevertheless, time is a sovereign as powerful as it is capricious, and even the gods must abide by its rules. It allows few concessions and remains inscrutable for all. But some mortals have learned to coax something out of time, to develop a privileged connection with it, granting them a clearer outlook-if not an understanding-on history and truth. Such clerics are capable of imperceptibly altering their environment to surprise their opponents and stay one step ahead.

Time Domain Spells
Cleric Level Spells
1st expeditious retreat, sanctuary
3rd hold person, misty step
5th haste, slow
7th dimension door, freedom of movement
9th hold monster, legend lore

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Arcana and History skills.

Temporal Ascendancy

Also at 1st level, your attunement to the flow of time enables you to act faster than everyone else.

You have advantage on initiative rolls.

Channel Divinity: Decisive Instant

Starting at 2nd level, you can make your allies react faster than their shadows. Immediately after the initiative order of a combat has been determined, you can move a number of willing creatures equal to your Wisdom modifier wherever you want in the initiative order.

Channel Divinity: What Was Not

Beginning at 6th level, you can replay an enemy’s strike in an attempt to modify its result. When you or an ally are hit by a melee weapon attack, you can use your reaction to go back in time by a fraction of a second. You can use this feature after the damage roll has been made. The creature who had just hit (and was certain it had been successful) must reroll its attack with disadvantage. If the creature hits anyway, it must still reroll damage. If it misses, it must make a Wisdom saving throw or be frightened until the end of its next turn.

Divine Distortion

At 8th level, you gain the ability to trigger imperceptible temporal interruptions within the bodies of opponents you strike. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Keeper of the Hourglass

When you reach 17th level, you can locally alter the flow of time. As a bonus action, you exude an asynchronous aura in a 30-foot radius. Until the start of your next turn, you and any allies within the aura are under the effects of a haste spell, with the differences that the additional action can be used to cast a spell with a casting time of “1 action” and the wave of lethargy normally following a haste spell does not occur. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

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