Information on his Homebrew background:
Outside of Time:
Through some slightly inscrutable means, you have been transported into the future. It is likely that anyone you knew from your old time remembers you or still lives. You're not completely sure of the mechanics that made this happen, and you don't think you can get back.
How do you make do in an era different from your own? What can you do to bring yourself up to speed without losing what made you "you"?
Those who find themselves outside of time struggle with the incongruity of their lives before and after they were taken and removed. This temporal displacement has allowed for some exciting new opportunities, but a sense of being lost in a society that looks so close to home, but nowhere near the same.
Background Feature: True Past Knowledge:
History sometimes has a way of turning things around, and you know that better than anyone. You've developed a fine-tuned ear to noticing when the information presented isn't quite right about the history that you lived. You have advantage on any Deception, Perception, or Insight checks related to the specific time period in which you lived. Should any NPC misstate the reality of your past life, you have advantage on the Perception check to correct them.
I haven't determined which domain I want to go with, but I've listed the ones I'm interested in and will be drawing from in RP
Clockwork Domain
Followers of the Clockwork Domain aren’t necessarily Holy individuals but more so tinkers, inventors, and students of industry.
Obsessed with the concept of all things mechanical, Clockwork Clerics study diligently from Prime, chief Overseer of the Mechanus Realm, in order to further understand the mysteries of Order, Synergy, and the betterment of organic species through the study of the synthetic.
Followers of Prime have managed to achieve respect among the synthetic hierarchy by developing and creating platforms on the mortal plane, further extending the reach of the Infinity Web. They invent and build to increase the flow of information, and Clockwork Clerics receive Prime’s protection in return.
Domain Spells
You gain domain spells at the cleric levels listed in the Clockwork Domain Spells table. See the Divine Domain class feature for how domain spells work.
Clockwork Domain Spells
CLERIC LEVEL SPELLS
1st Identify, Summon Monodrone
3rd Sentry Turret, Knock
5th Summon Lesser Modrons, Protection from Energy
7th Fabricate, Summon Advanced Modrons
9th Animate Objects, Summon Stone Defender
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with all ranged weapons and tinker’s tools.
Reinforced Armor
At 1st level, you gain the ability to reinforce your armor with nanofibers from the infinity web. Once per long rest, you can touch one nonmagical suit of armor. Until the end of your next long rest or until you die, the object becomes magically reinforced, granting a resistance to physical damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Infinity Web Search
Starting at 2nd level, you can use your Channel Divinity to glean useful information you may otherwise be unaware of.
Once per long rest, you can think of information you or your party need that you may otherwise have a difficult time unearthing on your own. You can utilize the Infinity Web of the Mechanus Realm to find this information.
This information could be as simple as a name, or as complex as the potential location of a hidden artifact. You can be as descriptive as you can imagine, but how your information is relayed back to you and in what amount is solely up to the DM’s discretion.
You also gain advantage on intelligence based skill rolls and ability checks for the next hour.
Field Medic Drones
Starting at 6th level, your mastery over your automatons grants you special abilities:
Your mechanical summons can be used for moderate healing as well as offense.
Any conjured machine on the battlefield can use its regular attack power to administer quick healing to your allies. When using your bonus action to issue a command, you can instead use its damage roll to heal a willing ally. For example, if an ally is in the field of view of a Sentry Turret you’ve cast, it can use its 4d4 damage roll as bonus hp to the target.
The target must make a Constitution saving throw equal to or higher than your Spellcasting Modifier, or the healing is only half as effective.
Automatons with the Multiattack feature use this healing mechanic in place of their attack action, effectively negating their Multiattack action for that turn.
Clockwork Strike
At 8th level, you gain the ability to apply your aptitude for industry to your weapon strikes with the power of steam and clockwork. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of the Machine
At 17th level, your mastery over gadgets and machines becomes more powerful:
Your summoned constructs last twice as long.
While wearing reinforced armor, you also have a +1 bonus to AC. This bonus increases to +2 when you hit level 20.
Time can seem as fleeting as the blink of an eye, yet it moves steadily, no matter what or whom may be in its path. It's one of the only forces in the multiverse that is equal to all, showing neither mercy nor spite.
The gods of time are few, and so are their followers. Worshipping a deity that may suddenly disappear and reappear at some other point in time requires no small amount of patience. Most are however lawful, neutral or good, reflecting the harsh but fair nature of time.
Time Domain Spells
Cleric level Spells
1st Longstrider, Entangle
3rd Blur, Hold Person
5th Haste, Slow
7th Divination, Dimension Door
9th Modify Memory, Hold Monster
Blessing of Time
At 1st level you gain proficiency in the History skill. Also, you gain some foresight into the imminent future, causing surprise attacks made against you to have disadvantage.
Channel Divinity: Glimpse of the Past
Starting at 2nd level, you can use your channel divinity to recall the past of an object. If you hold an object and concentrate on it for 1 minutes you learn a few basic facts about it, such as what material it's made of. If it has any magical properties you learn what they are but not how to use them.
You also gain a mental image from the object’s point of view. You know the the last creature to hold the object within the past 24 hours and you learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.
Channel Divinity: Glitch in Time
At 6th level, you can use your channel divinity to cause a glitch in time, altering the recent past. Choose one of the following effects:
Rewind
As a reaction when you are hit by an attack or take damage, you revert back to an earlier moment in time. You teleport to an unoccupied space that you occupied since the start of your last turn. Your HP reverts to what it was and any condition you gained after the moment you returned to ends. However, this does not end the effect of curses.
Replace
When a creature within 30 ft that you can see is hit by an attack you can use your reaction to switch places with that creature, causing you to suffer the effect of the attack instead. The creature has to be willing and cannot be in an unreachable space (such as in a locked cage or across a deep chasm).
Delay
When you or a creature you can see takes damage you can use your reaction to delay that damage. Doing so requires you to concentrate. Make wisdom saving throws at the start of your subsequent turns to maintain concentration. The DC is 10 and increases by 5 after each successful throw. When you loose concentration the damage is dealt.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Master of Time
At 17th level, you add Time Stop and Foresight to your list of Domain Spells. Also, you gain the ability to put yourself out of phase with the current timeline. To anyone watching it appears as though time moves faster for you. Doing so has the following effects:
You have resistance to damage from nonmagical weapons and attacks made against you have disadvantage.
The only actions you can take while out of phase is the Dash action or come back into phase.
You gain a flight speed of 600ft.
Once you use this feature you may phase in and out of the timeline at will for 8 hours. Doing so takes one minute and during that minute you are incapacitated and can't move. Once 8 hours have passed you must finish a long rest before using it again.