Ilyon - Hidden Moon of Time, Fate, and Recursion
ILYON – HIDDEN MOON OF TIME, FATE, RECURSION
From your bible:
- “Time, fate, recursion.”
- Part of the Hidden Triad; barely known; key to future plot.
- Intertwined with Broken Crown, shifting celestial mechanics, and misread prophecies.
Themes:
- Time: moments, durations, aging, delay and acceleration
- Fate: convergences, “fixed points,” the weight of choices
- Recursion: loops, second chances, patterns re‑playing with variations
An Ilyon Cleric is:
- A chronicle‑priest, omen‑reader, “clock‑mender” of history
- Sometimes a predestination zealot, sometimes a rebel against “inevitable” outcomes
- In play: rerolls, initiative/turn order manipulation, limited rewinds, and “you get one more try” effects
Visually: Ilyon has no agreed‑on disc; cults describe an invisible clockwork halo or a “ghost moon” only seen in certain auroral veils. Symbols: hourglasses, ouroboros rings, spiral sigils, broken clocks re‑forged.
ILYON DOMAIN FEATURES BY LEVEL
These stack with your base Lunar Cleric chassis.
Level 1 – Domain Spells & Chronicle‑Marked
Domain Spells
Always prepared; don’t count against prepared spells.
- 1st:guiding bolt, feather fall
- 3rd:augury, misty step
- 5th:haste, slow
- 7th:divination, dimension door
- 9th:legend lore, modify memory
This list focuses on tempo, foresight, and rewriting how events land.
Chronicle‑Marked
You carry Ilyon’s mark as a living timeline‑annotator.
- You gain proficiency in History or Insight (your choice).
- You have advantage on Intelligence (History) checks to:
- Recognize repeating patterns (wars, plagues, dynastic cycles).
- Recall prior instances of “this has happened before” in lore.
- Moment’s Glimpse:
- A number of times per long rest equal to your Wisdom modifier (minimum 1), when you or a creature you can see within 30 ft:
- Makes an attack roll, ability check, or saving throw,
- You can use your reaction to see a heartbeat into the future:
- The creature rolls the d20 twice and uses the higher result (like granting advantage after the fact, before the result is known).
This is your baseline “nudge fate” feature.
Level 2 – Channel Divinity: Slipstream Rewind
You gain an Ilyon‑specific Channel Divinity that rewinds a single moment, not entire combats.
Channel Divinity: Slipstream Rewind
You pull one instant backward along its thread.
- As a reaction, when:
- A creature you can see within 30 ft:
- Fails a saving throw, or
- Is hit by an attack, or
- Fails an ability check crucial to the scene (GM adjudication),
- You can expend your Channel Divinity to rewind that moment:
- Treat the original roll as if it never happened.
- The creature immediately rerolls the saving throw, the attacker rerolls the attack, or the creature rerolls the check.
- The new result must be used, even if it’s worse.
Limitations:
- You can’t use this on:
- Death saving throws, or
- Rolls that are themselves already rerolls from another effect (no infinite chains).
- You cannot rewind your own Lunar Intervention or Confluence activation roll; those are “fixed points.”
This is your big, clutch “no, not that timeline” button.
Level 3 – (Base: Secondary Moon Influence I)
No Ilyon‑specific feature here; you choose your first secondary moon.
Level 4 – (Base ASI)
Level 5 – Warp the Turn
At 5th, you gain leverage over initiative and turn order.
Warp the Turn
You can slightly re‑index whose actions land when.
- When initiative is rolled, you can choose up to two creatures you can see (including yourself).
- As part of that same reaction (after seeing all initiative rolls):
- You can swap their initiative scores or
- Move one up or down in the order by up to 5 points (e.g., from 10 to 15 or 5).
In addition:
- Once per short rest, during combat, as a bonus action, you can:
- Choose one ally within 30 ft.
- That ally can immediately use their reaction to take one weapon attack or cast a cantrip.
This keeps fights feeling “Ilyon‑touched”: turns don’t always go in the order enemies expect.
Level 6 – Channel Divinity: Temporal Anchor
At 6th, you gain a second Channel option: tagging a state and snapping back to it.
Channel Divinity: Temporal Anchor
You “save” the current state of one creature, to restore it shortly after.
- As a bonus action, choose one willing creature you can see within 30 ft (including yourself).
- You Anchor that creature for 1 minute (concentration).
While Anchored:
- Once, during the duration, when that creature:
- Is reduced to 0 HP, or
- Fails a saving throw, or
- Suffers a debilitating condition (charmed, frightened, paralyzed, petrified, or stunned),
- You can use your reaction to snap them back to the Anchored state:
- Restore them to the hit points, position, and conditions they had when you created the Anchor (not spell slots or expended abilities).
- The triggering damage or effect is negated as though it never happened.
The Anchor then ends.
Notes:
- You can maintain only one Temporal Anchor at a time.
- If your concentration ends before it’s used, the Anchor dissipates with no effect.
This is your “save scum” moment for one ally in a dangerous scene.
Level 7 – (Base: Secondary Moon Influence II)
No extra Ilyon feature.
Level 8 – (Base ASI)
Level 9 – Threads of Inevitability
At 9th, you become better at steering which futures are “likely.”
Threads of Inevitability
- When you finish a long rest, you roll two d20s and record the results as your Fate Dice.
- You can have at most two Fate Dice stored at any time; new ones overwrite old ones.
- At any time, when you or a creature you can see within 30 ft:
- Makes an attack roll, ability check, or saving throw,
- You can use your reaction to replace the d20 roll with one of your stored Fate Dice (before the result is known).
- You then erase that Fate Die; it is spent.
Additionally:
- You have advantage on Intelligence (Religion) checks to interpret omens, prophecies, and celestial alignments in your setting (which matters with your Hidden Triad/Silent Void plot).
This is your mini‑Portent, tuned to your system.
Level 10 – Lunar Intervention (Base)
Mechanically unchanged; under Ilyon, interventions might be:
- A crucial NPC arriving a round earlier than they “should.”
- A bridge holding one more second before collapsing.
- A prophetic phrase suddenly making sense in the moment you need it.
Level 11 – Recurring Echo
You can make an action “echo” across a few heartbeats.
Recurring Echo
- Once per short rest, when a creature you can see within 30 ft:
- Hits with an attack, or
- Succeeds on a spell attack or a spell that requires an attack roll,
- You can use your reaction to create a Temporal Echo:
- Immediately after that action resolves, the creature can repeat the same actionone additional time as part of the Echo:
- Same target or a different one (your choice).
- No additional action required; it rides on your reaction.
Limitations:
- The repeated action must be identical in type:
- Same spell slot level, same attack type, etc.
- You cannot Echo a spell that has a casting time longer than 1 action.
Additionally:
- While you are conscious, allies within 10 ft of you have advantage on initiative rolls, as their timelines are “sharpened.”
At 18th, this aura improves.
Level 12 – (Base ASI)
Level 13 – Law of the Spiral
You understand that events recur in spirals, not circles—and can twist them.
Law of the Spiral
- The first time each day you:
- Fail a saving throw, or
- Miss with an attack roll that is crucial to the current scene (GM discretion),
- You can choose to treat the d20 roll as a 10 instead of what you rolled, before adding modifiers.
You also gain:
- Advantage on saving throws against spells or effects that:
- Alter time (slow, time stop‑like effects),
- Force visions of the future or past,
- Or trap you in loops/dreams (Noctis/Ilyon/Silent Void stuff).
In addition:
- When you witness an event that repeats (a ritual, a political coup, a recurring monster pattern), the GM can give you:
- A one‑time +2 bonus on any roll directly tied to breaking the loop or ensuring it completes, your choice.
Level 14 – (Base: Third Moon / Deeper Influence)
No additional Ilyon‑specific feature.
Level 15 – Nightwatch Zenith (Base)
With Ilyon, Nightwatch might manifest as:
- You waking exactly when a patrol passes by or an assassin is about to strike.
- Dreams of “this same night over and over” that let you prepare for tonight’s version.
Mechanics remain as per the base Nightwatch.
Level 16 – (Base ASI)
Level 17 – Ilyon’s Confluence
At 17th, your Lunar Confluence gains an Ilyon‑specific rider.
Ilyon’s Confluence
While Lunar Confluence is active (1 minute):
- You and allies within 30 ft:
- Can add +1d4 to one attack roll, ability check, or saving throw each round (no reaction needed; they decide when they roll).
- Enemies within 30 ft:
- Treat natural 20s as 19s on d20 rolls (criticals still possible, but “perfect” rolls are slightly dulled; GM can choose whether this blocks crits based on your crit rules).
In addition, once during each Confluence:
- You can cast one of the following without expending a spell slot:
- time stop (heavily flavored: you step outside the spiral briefly),
- foresight (on yourself or an ally), or
- mass heal but reflavored as “temporal rollback of wounds” (if you want a big support option here).
- To keep things sane, I recommend:
- Time Stop (Ilyon‑tuned):
- Lasts 1d4+1 turns as normal, but:
- You cannot leave the current location (no long‑range teleporting during it).
- You cannot use it to refresh long‑rest resources.
- Foresight:
- Duration reduced to 1 hour if cast via Confluence, not 8.
Also, once during each Confluence:
- You can declare a Minor Reset as a bonus action:
- Choose up to three willing creatures (including you) within 30 ft.
- Each can:
- Regain one expended spell slot of 3rd level or lower, or
- Regain one expended use of a class feature that refreshes on a short rest (e.g., Channel Divinity, Warlock slot, etc.).
This makes Ilyon Confluence a mythic “second wind for the whole party” moment.
Level 18 – Axis of the Spiral
You become a fixed point around which small timelines bend.
Axis of the Spiral
- Your initiative aura from Recurring Echo expands to 30 ft, and:
- Allies in the aura:
- Have advantage on saving throws vs being surprised.
- Cannot be moved to below you in initiative by enemy effects (no “you act last now” tricks).
- Once per long rest, you gain access to Major Reset (limited):Major Reset (Limited)
- As an action, you declare: “We take the other path.”
- You roll 1d4; the result is the number of rounds you rewind (1–4).
- The scene rewinds in the following way:
- Positions, hit points, and conditions of all creatures revert to their state that many rounds ago.
- Spell slots and class features expended remain expended—you don’t get those back.
- Knowledge and memories of what just happened remain for you and any creatures you choose (up to your Wisdom modifier in number). Others feel only déjà vu.
- You cannot use Major Reset:
- To undo your own Lunar Intervention results or Confluence activation.
- More than once per long rest.
This is a narrative sledgehammer with mechanical constraints: you can fix a tactical disaster, but not abuse it to fish for perfect resource usage.
Level 19 – (Base ASI)
Level 20 – Lunar Avatar (Base)
Your Lunar Avatar capstone applies as normal. For Ilyon, it might appear as:
- Faint after‑images of yourself lagging or leading your movements by a heartbeat.
- Clockwork halos and recursive sigils spinning slowly behind your head.
- Enemies feeling like they’ve “been here before,” realizing too late this is the one version they don’t survive.
Mechanics remain those of the base Lunar Avatar; this is all flavor.

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