Time Domain (5e Subclass)

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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.

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These clerics worship gods of Time

Time Domain Spells[edit]

Cleric Level Spells
1st feather fall, shield
3rd blur, misty step
5th slow, haste
7th dimension door, fabricate
9th hold monster, far step

Knight of the Old Ways[edit]

Starting at 1st level, you gain proficiency with Heavy Armor and Martial Weapons.

Scholar of Time's Flow[edit]

At 1st level, you are never surprised. Additionally, you are proficient in the History, Insight, & Perception skills and may double your proficiency bonus when making History, Insight, & Perception skill checks.

Channel Divinity: Overclocking[edit]

Starting at 2nd level, you can use your Time Domain's version of Channel Divinity to alter the flow of time to your benefit. On your turn, you may use your Channel Divinity to take one additional action on top of your regular action and a possible bonus action. You can only use this feature once per turn, no matter how many uses of Channel Divinity you have.

Chronomancer[edit]

At 6th level, when you use the Overclocking feature, until the beginning of your next turn, your movement speed doubles, attack rolls and Dexterity saving throws you make have advantage, and attack rolls against you have disadvantage.

Additionally at 6th level, you can target objects, as well as creatures, with your domain spells. For example, you can cast slow on a rolling boulder or feather fall on a falling glass.

Rapid Combatant[edit]

At 8th level, you gain advantage on initiative rolls. You can also attack twice, instead of once, whenever you take the Attack action.

Temporal Mastery[edit]

At 17th level, you gain the time stop and foresight spells as domain spells. You stop aging, and you do not suffer the effects of old age.

Additionally, during or at the end of any turn, you may reverse time to the beginning of that turn and instead immediately take your turn. After your turn, regular turn order continues. You also gain one level of exhaustion and forgo your next turn in the turn order. Once you use this feature, you cannot use it again until you finish a long rest.



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