Since birth, you have been able to see the future in prothetic visions. Perhaps this was your role before you became an adventurer- to warn the village of upcoming danger. Or perhaps you kept these powers to yourself, not allowing them to come into full bloom yet.
Regardless, you can see the future- though you cannot control when, or how. It simply comes to you, in dreams and visions, and at times you can glean useful information from them.
Inspired by a feature from the Chosen One playbook in the Monster of the Week game system
- Skill Proficiencies: You gain proficiency in Insight, as well as one of the following skills: Arcana, Nature, Religion, Survival
- Tool Proficiencies: You have proficiency in the Herbalism Kit.
- Equipment: A Herbalism Kit, a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
At the start of each adventure, or any time at the DM's choice, you have a vision of the future. Make a Wisdom (Insight) check, or am Intelligence (Insight) check (your choice).
If you roll a 10 or higher, you glean some important information about the future. You learn one piece of information, such as:
- The name and/or physical appearance of one important character, which may impact your character's life.
- An important event which will happen sooner or later, or one that has happened and will impact your character's life.
- An important item which your character may encounter.
- Any other information that can be communicated through a dream or vision.
The information gleaned from these dreams may be cryptic, with little or no finer detail.
If the insight check is a 9 or below, the character still has the vision. However, it is so cryptic that the character can't glean anything useful from it. Alternatively, the information may be trivial to the point of uselessness.
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