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[ +- ] Time Divinity
TIME
Level Features
1 Mending
2 Reverse Wounds
3 Expeditious Retreat
4 Time Loop, Hold Person
5 Haste, See The Past (1 year)
6 Pass Without Trace
7 Delay Action
8 Divination
9 First to Act
10 Hold Monster
11 +1 Intelligence
12 Timeless Feast
13 +1 Wisdom
14 Time Sphere
15 Repeat
16 Contingency
17 Word of Recall
18 Regeneration
19 Foresight
20 Time Stop
MENDING
Invoking Time: 1 minute
Range: Touch
Components: S
Duration: Instantaneous
By reversing time in a concentrated area, the God of
Time can repair a single break or tear in an object
they touch, such as a broken chain link, two halves of
a broken key, a torn cloak, or a leaking wineskin. As
long as the break or tear is no larger than 1’ in any
dimension, it is mended, leaving no trace of the past
damage.
This divinity can physically repair a magic item
or construct, but it cannot restore magic to such an
object.
REVERSE WOUNDS
Invoking Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
Similar to mending, the God of Time can reverse
damage to flesh, restoring hit points equal to 1d8 +
the god’s Divinity Score modifier. This divinity has no
effect on undead or constructs.
At Higher Levels: Total hit points restored increases
by 1d8 at 6th level (2d8), 10th level (3d8), 14th level
(4d8), and 18th level (5d8).
EXPEDITIOUS RETREAT
Invoking Time: 1 action
Range: Self
Components: S
Duration: Concentration
The God of Time can accelerate time in a quick burst.
As a bonus action on each of their turns until the
duration ends, the god can take the Dash action.
TIME LOOP
Invoking Time: 1 action
Range: Touch
Components: V, S
Duration: Until dispelled
The God of Time can lock any small, simple object in
a perpetual loop, making its state appear permanent.
A torch flame continuously burns, a jug never stops
pouring water, ice never vanishes yet never stops
melting, and so on. The loop will continue until it is
dispelled, or until the god dismisses it.
Interactions with these objects are as normal, but the
object returns to its looping state once an interruption
of that state has ended. If a looping torch is dunked in
water, it will sizzle the second it emerges and re-light
the following round. If a looping jug pouring water is
stopped, it will flow again when uncorked.
If the object enters an area of antimagic, the loop
is suppressed until it emerges or the antimagic ends.
Dispel Magic will disrupt the loop permanently.
HOLD PERSON
Invoking Time: 1 action
Range: 60’
Components: V, S
Duration: Concentration
The God of Time selects a humanoid they can see
within range and attempts to slow time to a crawl around them. The target must succeed on a Wisdom
saving vs. the god’s Divinity Score or be paralyzed for
the duration. At the end of each of its turns, the target
can make another Wisdom saving throw. On a success,
the effect ends on the target.
At Higher Levels: The God of Time can select 2
targets at 9th level, 3 targets at 12th level, 4 targets at
15th level, and 5 targets at 18th level. The humanoids
must be within 30’ of each other when targeted.
HASTE
Invoking Time: 1 action
Range: 30’
Components: V, S
Duration: 1 minute
The God of Time chooses a willing creature they can
see within range. Until the duration ends, the target’s
speed is doubled, it gains a +2 bonus to AC, it has
advantage on Dexterity saving throws, and it gains an
additional action on each of its turns. That action can
be used only to take the Attack (one weapon attack
only), Dash, Disengage, Hide, or Use an Object action.
When the duration ends, the target can’t move or
take actions until after its next turn, as a wave of
lethargy sweeps over it.
SEE THE PAST
Invoking Time: 1 minute
Range: Self
Components: V, S
Duration: Concentration
By standing still and focusing their divinity, the God of
Time can peer into the past in a 60’ radius centered on
them, going back up to 1 year.
If the God of Time knows what date they wish to
investigate, they can scroll through history to that
event with a successful divinity check (DC 10). If they
are searching for a person, thing or an event in the area
but don’t know what time frame they are looking for,
the God rolls an Investigation check (DC 15) every 10
minutes until they locate their target.
At Higher Levels: The amount of history the God of
Time can scroll through increases to 10 years at 10th
level, 100 years at 15th level and has no limit at 20th
level.
PASS WITHOUT TRACE
Invoking Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
A veil of shadows and silence radiates from the God
of Time, masking them and their companions from
detection. For the duration, each creature the god
chooses within 30’ (including the god) has a +10 bonus
to Dexterity (Stealth) checks and can’t be tracked
except by magical means. A creature that receives this
bonus leaves behind no tracks or other traces of its
passage.
DELAY ACTION
Invoking Time: 1 free action
Range: 60’
Components: V, S
Duration: Instantaneous
By carefully moving time around a creature at the start
of their turn, the God of Time can force a target in
range to roll an Intelligence save vs. the god’s Divinity
Score. If the target fails, they are immediately sent to
the back of the initiative order. The god can employ
this ability against a single target, once per round.
DIVINATION
Invoking Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
The God of Time can use their divinity to put
themselves in contact with an old deity or one of their
servants throughout history. The god asks a single
question concerning a specific goal, event or activity to
occur within 7 days. The DM offers a truthful reply.
The reply might be a short phrase, a cryptic rhyme, or
an omen.
The divinity doesn’t take into account any possible
circumstances that might change the outcome, such as
the casting of spells, invoking of divinities, or the loss
or gain of a companion.
If the God of Time invokes this divinity two or more
times before finishing their next long rest, there is a
cumulative 25% chance for each casting after the first
that they get a random reading. The DM makes this
roll in secret.
FIRST TO ACT
Invoking Time: 1 free action
Range: Self
Components: V, S
Duration: Instantaneous
At any point after the first round of combat has ended,
the God of Time can push themselves to the front of
the initiative order as a free action.
HOLD MONSTER
Invoking Time: 1 action
Range: 90’
Components: V, S
Duration: Concentration
The God of Time chooses a creature that they can
see within range and manipulates time around them.
The target must succeed on a Wisdom saving throw
against the god’s Divinity Score or be paralyzed for the
duration. At the end of each of its turns, the target can
make another Wisdom saving throw. On a success, the
duration ends for the target.
At Higher Levels: The God of Time can select two
creatures at 15th level and three creatures at 20th level.
The creatures must be within 30’ of each other when
targeted.
TIMELESS FEAST
Invoking Time: 10 minutes
Range: 30’
Components: V, S, M (a table used for dining)
Duration: Instantaneous
The God of Time can stand over any table and bring
forth the finest food and drink ever served upon it.
The feast takes 1 hour to consume and disappears at
the end of that time, and the beneficial effects don’t set
in until this hour is over. The total number of people
that can participate in the feast is limited only by how
many guests the table can seat.
A creature that partakes in the feast gains several
benefits. They are cured of all diseases and poison,
becomes immune to poison and being frightened, and
makes all Wisdom saving throws with advantage. Their
hit point maximum also increases by 2d10, and they
gain an equal number of hit points. These benefits last
for 24 hours.
If the table selected has an unusually rich provenance
(the DM will determine this), those who partake in the
food and drink also gain Inspiration.
TIME SPHERE
Invoking Time: 1 action
Range: 30’
Components: V, S
Duration: 1 round
The God of Time creates a 10’ wide shimmering
bubble of temporal energy at a point they can see
within range. Any creatures in that area can make a
Dexterity saving throw vs. the god’s Divinity Score
to avoid being trapped within it. Those that succeed
are moved to any point they choose just outside the
bubble’s edge.
Those that fail their saving throw can see and hear
those outside the bubble, but cannot be viewed or
heard after the initial round as they slip out of time
from their surroundings.
All creature’s trapped within the sphere must make
an Intelligence save vs. the God of Time’s Divinity
Score. Those who fail are moved 1d4 rounds forward
in time, or 1 round backward in time, depending on
the god’s wishes. The sphere then collapses.
REPEAT
Invoking Time: 1 action
Range: 30’
Components: V, S
Duration: Instantaneous
The God of Time can rewind time in small bursts,
allowing them to reset a single round of action for
themselves and everyone within 60’ of them, friend or
foe.
When invoked, this divinity instantly resets the
current round, erasing all events that took place (all
damage inflicted that round is restored, all spell slots
recovered, etc.). Actions still take place as described in
the order they occurred and the God of Time cannot
take further action until their turn.
Anyone caught in this divinity can make an
Intelligence save vs. the God of Time’s Divinity Score
to recognize what has happened and change their
course of action. This awareness also forces all rolls
made against them during that round to be re-rolled.
If the God of Time chooses to rewind another round
during the same encounter, there is a cumulative 25%
chance that the divinity will fail. If the divinity fails, a
shockwave of time doubles back on the god, inflicting
5d8 bludgeoning damage and stripping the god of their
divinity until they have taken a long rest.
CONTINGENCY
Invoking Time: 10 minutes
Range: Self
Components: V, S
Duration: 10 days
The God of Time can choose any divinity or spell they
can invoke or cast that is 5th level or less, that has a
time of 1 action, and that can target themselves. The
god invokes that divinity or casts that spell as part of
creating a contingency, but the contingent divinity or
spell doesn’t yet come into effect. Instead, it takes effect
when a certain circumstance occurs. The god describes
that circumstance when they invoke this divinity. For
example, a contingency invoked with water breathing
might stipulate that water breathing comes into effect
when the god is engulfed in water or a similar liquid.
The contingency takes effect immediately after
the circumstance is met for the first time, whether
or not the god wants it to take action. And then the
contingency ends.
The contingency takes effect only on the God of
Time, even if it can normally target others. The god
can use only one contingency spell or divinity at a
time. If the god invokes this divinity again, the effect of
another contingency on them ends. Also, contingency
ends on the god if its material component is ever not
on their person.
WORD OF RECALL
Invoking Time: 1 action
Range: 5’
Components: V
Duration: Instantaneous
The God of Time and up to five willing creatures
within 5’ of them instantly teleports to a previously
designated space at least 20’ wide. Only creatures that
were in the location when it was designated are able to
travel with the god.
The God of Time and any creatures that teleport
with them appear in the nearest unoccupied space to
the spot the god designated.
REGENERATION
Invoking Time: 1 minute
Range: Touch
Components: V, S
Duration: 1 hour
The God of Time can touch a creature and not only
reverse their wounds, but reverse any new wounds
that appear in the future. The target regains 4d8+15
hit points. For the duration of the divinity, the target
regains 1 hit point at the start of each of its turns (10
hit points each minute).
The target’s severed body members (fingers, legs,
tails, and so on), if any, are restored after 2 minutes. If
the God of Time has the severed part and holds it to
the stump, the divinity instantaneously causes the limb
to knit to the stump.
FORESIGHT
Invoking Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
The God of Time can touch a willing creature and
bestow a limited ability to see into the immediate
future. For the duration, the target can’t be surprised
and has advantage on attack rolls, ability checks,
and saving throws. Additionally, other creatures have
disadvantage on attack rolls against the target for the
duration.
This divinity immediately ends if the god invokes it
again before the duration ends.
TIME STOP
Invoking Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
The God of Time can briefly halt the flow of time for
everyone but themselves. No time passes for other
creatures, while they take 1d4 + 1 turns in a row,
during which the god can use actions and move as
normal. This divinity ends if one of the actions the
god uses during this period, or any effects that they
create during this period, affects a creature other than
themselves or an object being worn or carried by
someone other than them.
Also, the divinity ends if the god moves to a place
more than 1,000’ from the location where they
invoked it.