Time Domain


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The Time domain deals with the flow of time. Few deities (Aldinach, Niveral, and the Watcher of the Skies) offer access to this domain, as it is quite esoteric and dangerous to tamper with.

Time Domain Spells
Cleric Level Spells
1st Purify Food & Drink ®, Timeslip
3rd Gentle Repose ®, Nap
5th Haste, Slow
7th Body Clock, Time Pool
9th Legend Lore, Skip Day

® -Ritual Spell
New Spell

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency in Arcana.
TIME IS ON YOUR SIDE
Also starting at 1st level, you gain advantage on initiative checks.
CHANNEL DIVINITY: CHOOSE FUTURE
Starting at 2nd level, you can use your Channel Divinity to see a momentary vision of the branches of time just before you make an attack or check. As a bonus action, you channel the powers of time in order to gain advantage on the attack or check.
CHANNEL DIVINITY: DISTURB TIMING
Starting at 6th level, when an enemy within 30’ of you that you can see makes an attack, check or save, you can use your Channel Divinity to alter the flow of time to give it disadvantage on that attack, check or save.
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 do 1d8 extra necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
RELENTLESS TOUCH OF TIME
At 17th level, as an action, you can call upon the power of entropy to cast disintegrate by touch. Once you have used this feature, you cannot use it again until you complete a short or a long rest.
New Spells Casting Time Range Components Duration
Body Clock 4th-level transmutation 1 action Touch V, S, M (a kernel of corn, a drop of water, a stoppered glass bottle and a holy symbol) 1 hour
This spell gives a single creature great control over the interplay between its body and time. This has the following effects:
* The subject can ignore the effects of haste and slow spells, if desired.
* Every hour, the subject’s exhaustion falls one level.
* The subject gains the benefits of resting at twice the normal speed. (This is most effective when using higher level slots to cast this spell.)
* The subject has a perfect internal clock for the duration, and can set a mental alarm to awaken it at any time in the duration. It can also time events perfectly, though other creatures do not necessarily have such a perfect sense of timing.
* The subject’s breathing slows, allowing it to hold its breath ten times as long as normal and giving it advantage on saves against inhaled gases.
* The subject regains 1 hit point every ten minutes, even if rendered to 0 hit points or below. (This will not generally take place in combat, except during especially long battles.)
At Higher Levels: When you cast this spell using a slot of 5th level or higher, the duration increases. If you use a 5th level slot, the duration becomes 2 hours; if you use a 6th level slot, it becomes 4 hours; if you use a 7th level slot, it becomes 8 hours; if you use an 8th level slot, it becomes 12 hours; and if you use a 9th level slot, the spell lasts 24 hours.
Nap 2nd-level transmutation 1 action 30 feet V, S, M (a holy symbol) 30 minutes
By means of this spell, up to 8 willing creatures, including yourself, fall into a deep, restful sleep for the spell’s duration. When they awaken, they gain the benefits of a short rest.
At Higher Levels: When you cast this spell using a slot of 3rd or higher level, the duration decreases, allowing for a shorter nap. If you use a 3rd level slot, the nap takes only 20 minutes; if you use a 4th level slot, the nap takes only 10 minutes; and if you use a 5th or higher level slot, the nap takes only 5 minutes.
Skip Day 5th-level transmutation 1 action 10 feet V, S, M (a holy symbol) Instantaneous
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, forward 1 day in time. If the space a target of this spell would arrive in is occupied at the time of its return, it takes 6d10 force damage and appears in the nearest unoccupied space.
Time Pool 4th-level divination 1 minute Touch V, S, M (a pinch of powdered quartz, a reflecting pool of liquid and a holy symbol) 1 minute
This spell shows you (and other observers) an image in the surface of a reflective pool of liquid. You choose a specific event that took place within the last week, and the time pool shows you images and provides sounds that you would have seen and heard had you been at the event observed for the duration.
At Higher Levels: When you cast this spell with a 5th or higher level slot, you can peer deeper into the past. When you use a 5th level slot, you can peer back a month; with a 6th level slot, you can peer back six months; with a 7th level slot, you can peer back a year and a day; with an 8th level slot, you can peer back a decade; and with a 9th level slot, you can peer up to a century into the past.
Timeslip 1st-level transmutation 1 action Self V, M (a holy symbol) Instantaneous
This spell transports you 1 round forward in time. You do not change location, but if the space you would arrive in is occupied, you take 2d10 force damage and instead arrive in the nearest unoccupied space.
At Higher Levels: When you cast this spell using a slot of 2nd level or higher, you teleport 1 additional round into the future for each level of the slot above 1st, and any force damage you take from arriving in an occupied space is increased by 1d10 per level of the slot above 1st.

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Time Domain

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