Ability
Time
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Primary Briefing
Time (Cleric)
Source: Homebrew (Shivath)
Time Domain (Cleric)
Bend Moments and Guard the Broken Continuum
The riddle of time is one of creation's oldest mysteries, and all the more tragic since its near destruction. Its shattered pieces fade in and out of the world, offering power to those who know how to capture a moment before it vanishes.
Clerics of the Time Domain guard broken histories, delayed prophecies, and futures that should have happened but did not. Their magic freezes speed, suspends harm, and briefly reconciles realities where an outcome was possible.
Subclass Progression
| Level | Features |
|---|---|
| 3rd | Level 3: Time Domain; Level 3: Time Domain Spells; Level 3: Blinding Speed; Level 3: Shattered Time; Level 3: Time Splinter; Level 6: Time Surge; Level 17: Greater Time Surge |
Level 3: Time Domain
You gain the features in this subclass at the Cleric levels specified in the Time Domain Features table.
| Cleric Level | Feature |
|---|---|
| 3rd | Blinding Speed, Shattered Time, Time Domain Spells, Time Splinter |
| 6th | Time Surge |
| 17th | Greater Time Surge |
Level 3: Time Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Time Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3rd | Longstrider, Magic Missile, Blur, Hold Person |
| 5th | Haste, Slow |
| 7th | Freedom of Movement, Death Ward |
| 9th | Mislead, Steel Wind Strike |
Level 3: Blinding Speed
You have Advantage on Initiative rolls.
Level 3: Shattered Time
After you finish a Long Rest, roll a number of d20s equal to your Wisdom modifier (minimum of one die) and record the results. You can replace an attack roll, saving throw, or ability check made by yourself or a creature you can see within 20 feet of yourself with one of these recorded rolls. You must choose to replace the roll as a Reaction after seeing the d20 but before the DM says whether the roll succeeds or fails.
Each recorded roll can be used only once, and unused recorded rolls vanish when you finish a Long Rest.
Level 3: Time Splinter
When you take damage or are forced to make a saving throw, you can take a Reaction and expend one use of your Channel Divinity to vanish into a splinter of time. You are removed from the present until the start of your next turn. While removed this way, you can't be seen or targeted, and you are immune to damage and effects.
At the start of your next turn, you return to an unoccupied space of your choice within 10 feet of the space you left. If no unoccupied space is available in that range, you appear in the nearest unoccupied space, choosing freely if more than one space is equally near.
Level 6: Time Surge
Once per Long Rest, you can take one additional Bonus Action on your turn. Activating this feature requires no action.
Level 17: Greater Time Surge
Once per Long Rest, you can take one additional action on your turn. You can use this feature on the same turn as Time Surge, and using Greater Time Surge doesn't expend or replace Time Surge.
Source: Shivath Homebrew (2024 Cleric update).