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Cleric( Time Domain)


Hit Points

Hit Dice: d8 per Cleric( Time Domain) level
Hit Points at first Level: 8+ con modifer
Hit Points at Higher Levels: 1d8 (or 5) +con mod

Proficiences

Armor: Light, Medium, and Shields.
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

Time Domain Clerics traditionally serve gods that govern fate or the flow of time, or may serve in a cult venerating a time dragon or the chronomantic dragonflight in general. These Clerics serve as advisers in their communities often acting as oracles of sorts for people to try and make informed decisions in regards to important choices in their lives. Above all else most Time Domain Clerics hold the sanctity of the existing time stream above anything else. They will do what they can do let as little be changed about the past as they can. However, as in all things there are those who differ from this, these are usually referred to as Time Renegades who, for whatever reason they can justify, try to change the time stream or influence its future path.


Class Features

Channel Divinity   At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.   If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.  
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priest’s pack or (b) an explorer’s pack A shield and a holy symbol


Spellcasting

As a conduit for divine power, you can cast cleric spells.   Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.   Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a holy symbol (see Equipment) as a spellcasting focus for your cleric spells.


Subclass Options

Time Domain   1st Level Blessing of Time: You become proficient with any 2 intelligence or wisdom skills. As a bonus action you may give an ally advantage on a skill check based upon the chosen two from this feature. You can use this ability times per day equal to your wisdom modifier.   2nd Level Chronomantic Channel Divinities   Channel Divinity: Turn Temporal Trespassers As an action you present your holy symbol and speak prayer censuring the Temporal Trespassers( beings either a. form a foreign timeline, or b, not in it's natural point in time, or c. tainted by the effects of paradoxical taint), all enemies within 30ft that are considered Temporal Trespassers make a wisdom save against your spell save, if failed it is turned for a minute, or until it takes damage.   Chanel Divinity: Temporal Divination As a bonus action you may touch a creature if you do so you divine the possible outcomes of their next few actions. Roll a d3, then roll that many d20's and denote the numbers (for example 15, 3, and 20). You may subsitute a d20 rolled by the creature you divined with a value rolled on one of your Temporal Divination dice. These Temporal Divination dice results only last until up to 10 minutes.   Kinetic Manipulation: Starting at second level on the beginning of your turn you may roll a d10. You can add or subtract that result from the movement speed of a creature within 120ft of you, that you can see. Note that the lowering effect cannot lower a creatures speed bellow 5ft.   6th level Chronomantic Instincts: Starting at 6th level you may expend your reaction to give an ally, within 20ft of you, advantage on a saving throw you have proficiency with.   8th Level Chronomantic Tactics: After observing an enemy in combat for longer than 1 minute you may, as a bonus action, roll an insight check( DC set by the following calculation 10+the CR of the creature ). On a success you know what their first action on their turn will be. You also gain advantage on attacks against the enemy for the next minute. On a failure you gain disadvantage on attacks against this enemy by being bogged down in the infinite possible choices they could be making.   17th level Predators in Time As a bonus action on your turn choose an enemy within 120ft of you, that enemy takes a wisdom saving throw DC based on your spell save DC. If they fail this check you reroll 1's and 2's on damage dice to deal damage to this enemy.


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TheLaughingGod.

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