The Time Domain

Time is constant, always flowing forward. Time represents rebirth and changing th future with lessons from the past. Time is tied to the element of Water and the Neutral alignment.  Time opposes Matter's resistance to change, depletes Energy and teaches Thought the lessons of the past.

Time Domain Spells

Level Spell
1st Expeditious Retreat, Longstrider
3rd Augury, Lesser Restoration
5th Blink, Haste
7th Divination, Banishment
9th Commune, Legend Lore

 

Bonus Proficiency

At 1st level, you gain proficiency with History and your proficiency bonus is doubled for any ability check you make with this skill.

Channel Divinity: Slow Time

Starting as 2nd level, you can use your Channel Divinity to slow time for attackers around you.  Until your next turn, all attacks against you have Disadvantage.

Tempus Fugit

Starting at 6th level, you can take a turn immediately after your normal turn in a round. You cannot use the ability again until you complete either a short or long rest.

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 deal an extra 1d8 necrotic damage to the target.  When you reach 14th level, the extra damage increases to 2d8.

Future Sight

Starting at 17th level, you gain proficiency with Dexterity Saving Throws and +5 to Initiative.

The Time Domain

Fury of the Immortals DNDENCDM