Your choice grants you features when you select it at 1st level, then again at 2nd, 6th, 8th, and 17th level.
You gain domain spells at the cleric levels listed in the Time Domain Spells table. See the Divine Domain class feature for how domain spells work.
Time Domain Spells
|1st||feather fall, longstrider|
|3rd||gentle repose, misty step|
|7th||banishment, resilient sphere|
|9th||hold monster, modify memory|
When you choose this domain at 1st level, you glean insight from a version of yourself in an alternate reality. You gain proficiency in the History skill, and you gain two cantrips of your choice from any one spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Rewind Time
Starting at 2nd level, you can use Channel Divinity to reverse a moment in time.
At the end of your turn, you can choose to go back in time to the start of your turn. Any actions taken, spells cast, damage dealt, or movement expended are reset to their states at the beginning of your turn. You then start your turn again as normal.
Beginning at 6th level, you can manipulate time to reposition yourself slightly during combat. When a creature you can see within 30 feet of you targets you with an attack, you can use your reaction to move up to 5 feet without provoking opportunity attacks. This movement causes the attack roll against you to be made with disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, you control over time has expanded. You can use your Rewind Time ability at the end of any creature's turn, instead of just your own. Time rewinds to the start of that creature's turn when you use the ability in this way.
Author. Kyle Consolver
Artwork. Alexaundre Chaudret