BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

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.

Children

Comments

Please Login in order to comment!