Priest - Vocation of Time
Hit Points
Hit Dice: d6 per Priest - Vocation of Time level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Some Priests take their research of the past to a higher form, seeking out the mystery of time and all it envelops. The powers which age, quicken, slow, and the raw energies which can be manipulated are what fascinate these Priests the most. Time itself, when manipulated, affects the Priest in its own way. Though their age can be altered, their mind stays resilient due to their work. They may learn pieces of the past that were never recorded, or even things of the future that have not yet come to pass. Although they may not remember such things initially, instead getting powerful feelings of deja vu when such events occur.
Class Features
Vocation Features
Blink
At 1
st level, you may wink in and out of time. As a bonus action on your turn, you may teleport up to 10 feet away to an empty spot that you can see. This movement does not provoke an attack of opportunity. You may use this ability three times, regaining any expended uses after a long rest. At 6
th level, and then again at 10
th and 14
th, the distance you can teleport increases by 10 feet.
Channel Divinity: Stasis
Starting at 2
nd level, you can use your Channel Divinity to briefly halt the outcome of effects nearby you.
As a reaction when you or another creature within 30 feet of you would take damage, restore health, or suffer from a positive or negative spell effect or ability, you present your holy symbol and release a burst of spacial disruption in a 30-foot radius centered on you. Any effect within that area that would deal damage, restore health, or place a positive or negative effect or ability on a creature is preserved in time, reacting all at once at the end of your next turn.
If a creature leaves out of the radius, any effects that would affect them while within the radius happen immediately.
Power Word: Foretell
Speaking this Word as a bonus action, you may roll a d20 and save it until the end of your next turn. You may use this roll on an attack roll, ability check, or saving throw you or another creature within 60 feet of you makes, using your bonus action or reaction (you may use this roll on the same turn as you use this ability as part of the initial use). You may choose to use this roll after another roll, but before any results are specified. If the creature you choose is unwilling, they must make a Charisma saving throw to resist this feature, negating the effect on a success.
At Higher Level: When you use this Word with a spell slot of 1st or higher, you may hold the use of this roll by 1 round for each slot level above 1st. If a spell slot of 4th or higher, you may roll twice and choose to keep one of the rolls. If a spell slot of 7th level or higher is used, you may roll three times and keep any of the rolls. If a spell slot of 9th level is use, you may choose the roll.
Temporal Displacement
At 3
rd level, you can send a creature back in time. As an action on your turn, you choose a creature within 30 feet of you that you can see. You may either chance their position to where they were one round prior, or reset their condition back to what it was one round previous, resetting any conditions that were or weren't on them. An unwilling creature can make a Charisma saving throw to resist this effect. You may use this ability once, requiring a long rest before you can use it again.
Temporal Spell
At 6
th level, you may augment the time of another. When you cast a spell of 1
st level or higher that targets only one creature, you may apply the effect of the
Haste or
Slow spell until the end of your next turn. If the spell has a saving throw, the creature only makes a saving throw against the initial spell, gaining all effects on a failed save, or must make a Wisdom saving throw if the original spell does not have a saving throw. A creature receives no penalties after the
Haste spell ends on them. You may use this ability twice, regaining any expended uses after a short or long rest.
Ageless
At 10
th level, you have more control over your own time. For every 3 years that pass, your body only ages 1 year. In addition, you may alter your appearance to match your age at any point within your life span, as if using
Alter Self. You may do this at will as an action. Finally, you have advantage on saving throws made to resist altering your time (such as
Slow) or your appearance (such as
Polymorph).
Alacrity
At 14
th level, you can pull through time to quicken or stasis effects on others. As a bonus action on your turn, you may choose a creature within 60 feet of you that you can see, and you may either extend any effect on the target by up to a number of rounds equal to 1 + your Intelligence modifier, or reduce the total duration of one effect by that same amount. You may use this ability twice, and only once on the same effect on a target, regaining any expended uses after a short or long rest.
Timeborn
At 18
th level, the rules of time no longer apply to you. You no longer age if you don't wish to, and may change your appearance at any time without it being considered a spell effect. You are also immune to any effect that would alter your time or appearance, unless you choose to be affected by it.
Spell Level | Vocation Spells |
---|
Cantrips | Guidance, Mending |
1st | Expeditious Retreat, Shield |
2nd | Aid, Augury |
3rd | Haste, Slow |
4th | Dimension Door, Divination |
5th | Legend Lore, Wall of Force |
6th | Contingency |
7th | Teleport |
8th | Mind Blank |
9th | Time Stop |