In speed and skill there is power, and you serve your faith by engaging in acts of incredible quickness and agility.

Eventually you become able to control time itself.

Speed Domain Spells
Cleric Level Spells
1st expeditious retreat, feather fall
3rd blur, web
5th haste, slow
7th conjure minor elementals, dimension door
9th hold monster, teleportation circle

Celerity In Thought And Action

When you choose this domain at 1st level, your speed increases by 5 feet, and you gain proficiency in Acrobatics and Insight.

Channel Divinity: Burst of Speed

Beginning at 2nd level, you can use your Channel Divinity to grant yourself or another creature greater speed. When you use an action to touch a creature, the target adds 10 feet to its walking speed. It also gains the benefit of a bless spell, but only on attacks and saving throws that rely on Dexterity. This effect lasts for a number of rounds equal to 3 + your Wisdom modifier.

Quickness of the Gods

At 6th level, your speed increases by another 5 feet. Also, as a reaction or a bonus action, you can increase your Dexterity modifier by +5 until the end of your current turn. This benefit can be used for all purposes except attack rolls. Once you use this feature, you can’t use it again until you finish a long rest.

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: Time Stop

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 three turns in a row when the effect is triggered. You must finish a long rest before using this ability again.

Section 15: Copyright Notice

Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.