Cleric: Prophecy Domain in Vallasea | World Anvil
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Cleric: Prophecy Domain

For as long as mortals have kept records of the past, for as long as they struggle in the present, they have wondered what the future will bring. There are many who try to divine what is yet to come, trying to ascertain the will and intentions of the gods.   Clerics of prophecy are speakers for the gods, bringers of good news or heralds of disaster. They may be faithful bearers of such prophecies or agents of change trying to bring about a better future. While they may be followers of the gods of fate and destiny, in truth any god may see the need for a prophet who will bring their vision to life.
Prophecy Domain Spells
Cleric Level Spells
1st Hunter's Mark, Identify
3rd Augury, Locate Object
5th Clairvoyance, Nondetection
7th Arcane Eye, Divination
9th Commune, Legend Lore

Studies of the Seer

At 1st level, you gain proficiency in one of the following skills: History, Investigation, or Perception. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.  

Blessings of the Future

Starting at 1st level, your connection to the divine grants you the ability to catch a glimpse of a creature's future. As an action, you may touch one willing creature. The creature gains a d6 that they can add to a roll when they make an ability check or saving throw within the next 10 minutes. It can be rolled before or after rolling the d20, but must be rolled before the DM determines it a success or failure. Once the die is rolled it is then lost.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.   The die becomes a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level.  

Channel Divinity: Divine Sight

Starting at 2nd level, you can use your Channel Divinity to gain knowledge of future events. As an action, you may cast a divination spell without expending a spell slot or requiring material components. The spell must be a cleric spell from a level you can cast, and it cannot exceed 5th level.  

Prophetic Dreams

Starting at 6th level, your god sends you visions of what will be in your dreams. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.   Each foretelling roll can be used only once, and you gain additional dice at 10th and 15th level. When you finish a long rest, you lose any unused foretelling rolls.  

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Guidance of the Oracle

Starting at 17th level, you gain the ability to share your visions of the future with your allies. As an action, you may touch one willing creature. For the next hour, that creature can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantages on attack rolls against the target for the duration.   You must finish a long rest before you can use this ability again.

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