Fury of the Immortals
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
|1st||Expeditious Retreat, Longstrider|
|3rd||Augury, Lesser Restoration|
|9th||Commune, Legend Lore|
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.
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.
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.
Starting at 17th level, you gain proficiency with Dexterity Saving Throws and +5 to Initiative.